[PACS] [Gameday VIII] The Hao Jin Cataclysm by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || SUMMONABLE BANES || SHIPS

TURN ORDER:
1 - Seoni/EmpTyger
2 - Aric/Abraham Z.
3 - Maznar/Bigguyinblack/
4 - Zova/Nathan Davis

Ship & Plunder Rules:
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. 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. Whether you succeed or fail to defeat a ship, unless you seize it, return it to wherever it came from.

Plunder Table
Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Choose 1 of the above 5 card types

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.

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; 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 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. 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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Curse of Poisoning:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


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Hi! More info will be released closer start of Gameday VIII (Start Date: August 26th, 2019). In the meantime, I recommend you dot into the Gameplay and Discussion tabs.

You may also discuss characters in Discussion, if you'd like.


I don't have the PDF of the Special yet, but I can post some introductory text which provides you all with a choice for which scenario to start with.

====================================

10-00: The Hao Jin Cataclysm
The Hao Jin Tapestry contains a vast wealth of locations, treasures, and peoples that the sorcerer Hao Jin tore from Golarian long ago. The demiplane has begun to unravel, and if the Pathfinder Society doesn't act quickly, it will collapse, destroying everything and everyone within. Ships are crucial to reach several areas in distress so, trusting in your skills as a Pathfinder agent and an experienced sailer, the Pathfinder Society has sent the Thresher, a junk from the Dragon Empires, into the tapestry for you to command. It is up to you to decide where to help first. You have three choices:

  • A group of lizardfolk allies of the Society has reported monsters and worse emerging from waterlogged ruins near their lands and launching devastating strikes.(10-00A)
  • Duergar raiders are sailing along the rivers taking advantage of the chaos to enslave and kill locals.(10-00B)
  • A ferocious storm that seems to have a malevolent mind of its own has been striking coastal settlements and threatens to interfere with the efforts of landbound Pathfinder agents.(10-00C)

    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 hero points 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.


  • SCENARIO 10–00A: THE SERPENT’S FANGS

    Under your direction, the Thresher churns smoothly through the muddy bog. Your boatswain, a serious halfling named Dara, points to a collection of grass and mud huts on the shore. “That is one of the fishing villages of the Muckmouth lizardfolk. Pathfinders freed them from under the crushing boots of the Aspis Consortium several years back. And that,” she says, pointing to a bend in the river littered with crumbling ruins, “is where the ruins start. Beyond that, we’ll have no friends but each other. I heard that the last group of Pathfinders to come out here decided the ruins were too dangerous to delve into.” She snorts, “I hope we don’t prove them right.”

    A tall lizardfolk waves at you from a crude dock near the fishing village. “Pathfinders!” he calls in fluent Common, “I have been awaiting you! My name is Essviss, and what you see here is, unfortunately, what is left of my home.” Essviss quickly explains the situation. “Undead beasts and terrible monsters have come from the ruins at the edge of our lands. A few of our bravest warriors stood up to these
    incursions, but the attacks were suspiciously well coordinated, and our warriors were overwhelmed. To my shame, many found it easier to cringe and flee than to investigate. Even this village is all but deserted.

    “Some of the scouts—myself included—have ventured into the ruins and seen robed figures there, with heads like venomous snakes. They are performing strange rituals in front of mysterious rifts in the air itself—rifts with nothing but silvery sky beyond. I wish I could say more, but none of us have been able to get too close. These serpentfolk are likely directing the attacks against us to conceal their rituals with the rifts. Our warriors are dead, and there are none left with the bravery to confront them. The Pathfinder Society stood up for us years ago, when we could not stand up for ourselves. We need the Pathfinder Society once more!”

    Dara voices the obvious concern: “If the lizardfolk warriors were led into a trap, what’s to say that we aren’t being led into a trap as well? Perhaps we should reconsider?” Dara’s reluctance notwithstanding, these attacks must be stopped. You’ll have no choice but to step lively and keep a close eye on those ruins— anything could be lurking within.

    LOCATIONS:
    2 FISHING VILLAGE
    2 RUINED TEMPLE
    2 SCAR BAY
    2 TOWER
    3 SCORCHED RUINS
    4 ROCKY CLIFF

    THREAT LIST:

  • Villain: Serpentfolk Seer
  • Closing Henchmen: Serpentfolk Slayers

    (I have included the text for Serpentfolk Slayers in the summonable banes tab of the linked spreadsheet, but please do not read it until or unless it is summoned, as per the Adventure Rule. In order to hide it, I've changed the cell color so that the card text is currently illegible; if you need to read it, change the cell color or copy-and-paste from the appropriate cell.)

    DURING THIS SCENARIO:

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


  • You may start taking your turns from 17 hours after this post. I've built the locations so that you may start in case I am not available to post the scenario start at that time.

    As always, draw your starting hands and pick your starting location. Good luck!

    ============================

    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    ----------------------------------------------------------------------
  • The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

    Additional Rules:

    Ship & Plunder Rules:
    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 Table 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.

    Plunder Table
    Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
    1 - Weapon
    2 - Spell
    3 - Armor
    4 - Item
    5 - Ally
    6 - Choose 1 of the above 5 card types

    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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

    =

    Scenario Level (#): 2

    Turn: 1, Seoni/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Spoiler:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Spoiler:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Spoiler:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Spoiler:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Barriers
    Spoiler:
    Storm
    SS
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

    Spoiler:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Spoiler:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Weapons
    Spoiler:
    Longsword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spoiler:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Spoiler:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spells
    Spoiler:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.

    Spoiler:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Items
    Spoiler:
    Spyglass
    SS
    Item B
    Traits:
    Object To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Spoiler:
    Wand of Flame
    SS
    Item 2
    Traits:
    Wand
    Attack
    Fire
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

    Spoiler:
    Worn Leather Skullcap
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite To Acquire:
    Wisdom
    Survival 7
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

    Spoiler:
    Liquid Ice
    SS
    Item 2
    Traits:
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Allies
    Spoiler:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Spoiler:
    Carver
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Conchobhar Turlach Shortstone
    SS
    Ally 1
    Traits:
    Gnome
    Bard
    Pirate To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

    Spoiler:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Aric/AbrahamZ
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Maznar/Bigguyinblack
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Seoni/EmpTyger
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Zova/NathanDavis
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Seoni/EmpTyger
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Seoni/EmpTyger
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Aric/AbrahamZ
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Fishing Village Card 1:
    Serpentfolk Seer
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Fishing Village Card 2:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
    Fishing Village Card 3:
    Old Salt's Bandana
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Elite To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add the Swashbuckling trait to your check.
    Fishing Village Card 4:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
    Fishing Village Card 5:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Fishing Village Card 6:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Fishing Village Card 7:
    Merrill Pegsworthy
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Captain
    Pirate To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 8
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fishing Village Card 8:
    Sandara Quinn
    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.
    Fishing Village Card 9:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Fishing Village Card 10:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Temple Card 3:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 4:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Ruined Temple Card 6:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ruined Temple Card 7:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Ruined Temple Card 8:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Ruined Temple Card 9:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
    Ruined Temple Card 10:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Location #3: Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Scar Bay Card 1:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
    Scar Bay Card 2:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Scar Bay Card 3:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Scar Bay Card 4:
    Port Peril Corsair
    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.
    Scar Bay Card 5:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
    Scar Bay Card 6:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Scar Bay Card 7:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Scar Bay Card 8:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Scar Bay Card 9:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Scar Bay Card 10:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Location #4: Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tower Card 1:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Tower Card 2:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
    Tower Card 3:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Tower Card 4:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    Tower Card 5:
    Chanty Singer
    SS
    Ally B
    Traits:
    Half-Elf
    Bard
    Elite To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to avoid being moved to a location.
    Discard this card to explore your location.
    Tower Card 6:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Tower Card 7:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Tower Card 8:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Tower Card 9:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Tower Card 10:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Scorched Ruins Card 1:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 2:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Scorched Ruins Card 3:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
    Scorched Ruins Card 4:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Scorched Ruins Card 5:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Scorched Ruins Card 6:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Scorched Ruins Card 7:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Scorched Ruins Card 8:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scorched Ruins Card 9:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Scorched Ruins Card 10:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #6: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Rocky Cliff Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 3:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
    Rocky Cliff Card 4:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Rocky Cliff Card 5:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
    Rocky Cliff Card 6:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
    Rocky Cliff Card 7:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
    Rocky Cliff Card 8:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Rocky Cliff Card 9:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Rocky Cliff Card 10:
    Anchor
    SS
    Item B
    Traits:
    Tool To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.


  • Aric/Red Raven deck handler | Looking for: not sure

    Aric will start at the Rocky Cliff

    Aric wrote:

    Hand: Captain's Cutlass 1, Quick-Change Mask, Mask of the Red Raven, Clockwork Spy, Psychic Detective, Blessing of the Ancients 2,

    Displayed:
    Current Location: Rocky Cliff
    Kit: Captain's Cutlass 2, Shy Ratani, Lookout,
    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Other: Hero Points: 1;

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spring Blade +1, Cockroach Coat, Lockpick Shield, Gambeson, Masque, Mindblade, Kukri, Blessing of the Spy, Sharper, Compass, Blessing of the Ancients 1
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Deck Handler

    Maznar's ability does more with more people around so he will start at the Rocky Cliffs with Aric.

    Maznar wrote:

    Hand: Blessing of the Spellbound (1), Blessing of Milani, Blessing of the Spellbound (2), Fireblade, Crow, Cure, Armor of the Sands,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Rocky Cliff
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bestiary of Garund, Dog, Frigid Blast, Blessing of the Spellbound (3), Pyrotechnic Blast, Blessing of Sivanah, Mastiff, Djinni Quarterstaff, Frilled Lizard
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


    Former Master of Spells Aram Zey addresses the assembled Pathfinders as more agents stream into the Grand Lodge.
    “Pathfinders, an entire world is in danger! The Hao Jin Tapestry is on the brink of collapse. If we do not act now, all its wonders and its people will be lost to us forever. Find your assigned group, aid in our preparations to enter the demiplane however you can, and await further instructions.”

    Countless Pathfinders stand ready in a large stone room deep beneath the Grand Lodge. A ragged tapestry covered in clashing colors and abstract symbols rests on an inclined slab in the center of the room, surrounded by scaffolds and ladders. Scholars frantically rush along the scaffolds, studying a flurry of rips appearing on the tapestry.

    A harried oread woman approaches. “I am Master of Spells Sorrina Westyr. I won’t mince words—the situation is dire. This cloth is the famous Hao Jin Tapestry, an ancient relic the Pathfinder Society acquired in the Ruby Phoenix Tournament six years ago. It contains a vast wealth of locations, treasures, and peoples torn from Golarion by the sorceress Hao Jin. We have explored many regions of the tapestry, struggled to keep the Aspis Consortium from turning its populace against us, and devised a means to use the tapestry for fast travel across all of Golarion. But now, it has begun to unravel. We must act quickly to repair the tapestry—and that means sending agents into the demiplane itself. Our former Master of Spells, Aram Zey, knows more about the tapestry than anyone here. He is preparing a formal briefing. In the meantime, familiarize yourself with your team, discuss any previous experience you may have with the Hao Jin Tapestry, and gather what information and resources you can.
    One more thing, and this is important: you will be able to retreat safely from the tapestry to Absalom. However, we cannot risk damaging the tapestry further by sending groups back and forth. Be sure that you gather everything you need before entering the tapestry, because once you return to Absalom, you will no longer be a part of this mission.”


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Starting at Maznar’s location
    Seoni stood on the Thresher’s deck, chatting to Maznar. “A pity Grazzle couldn’t join us. I feel like you two would have really hit it off.” The sorcerer was herself disappointed at missing her lizardfolk friend, who understandably was otherwise occupied with the threat to his people. She had a good feeling about this new dwarf, but Seoni was hoping for companions she could trust completely, as she was processing a certain discovery made while freeing the cosmic captive.
    Nevertheless, Aric remained from that mission’s party. And Seoni knew she could trust him entirely about keeping one’s true identity under wrap until the right moment.

    Seoni wrote:

    Hand: Cleric of Nethys, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Blessing of the Spellbound 1 (discard to bless, recharge if Arcane/Divine), Wand of Detect Magic, Locate Object, Clinging Venom, Fire Snake,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Move Seoni with Maznar
    Ask before using: 2 Blessings of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    I forgot; opening Plunder card.

    Plunder: 1d6 ⇒ 6 -> Looks like you get to choose what plunder to start with! Team agreement is preferred; otherwise I'll leave it up to Seoni, as the starting player.


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Starting at Rocky Cliffs

    Zova wrote:

    Hand: Aspect of the Hawk, Cloud Puff, Crow (Core), Vulture, Porcupine (Core), Blessing of the Green Faith (2), Blessing of the Green Faith,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings Available.
    Cloud Puff Ignore BYA/AYA at location
    Porcupine: local check against an Animal monster, add 1d8.
    Crow: local check to acquire, add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Frilled Lizard, Desna's Star, Amulet of Mighty Fists, Erutaki Coat, Hatchet, Fox (Core), Aspect of the Mouse
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Aram Zey cries out in alarm as a massive rip appears in the Hao Jin Tapestry. A silvery void dances within the breach. “The rifts are widening—we’re running out of time! Quickly, Pathfinders. Finish your preparations and gather around the tapestry.”

    ~~~~~~~~~~

    Aram Zey’s gaze remains fixed on the tapestry as he addresses the crowd around him. He is harried and pale, with dark bags under his bloodshot eyes. His hands tremble slightly as he sets a mug of coffee down on a table already littered with empty cups. “Pathfinders, the Hao Jin Tapestry is falling to pieces. Both the physical object you see before you and the mystical realm it contains have been unraveling for several months, possibly even longer. My only hope is that there is still time to save the tapestry and those who live inside.”

    The former Master of Spells glares at the tapestry for a moment, and then a new rip catches his attention. He jabs a finger at the frayed fabric. “There! You see? The degradation is causing—or perhaps caused by—rifts to the Astral Plane that are appearing throughout the demiplane. Fixing these tears is not as simple as stitching fabric or performing a few rituals. We must enter the tapestry itself, find the rifts, and repair them as best we can. But the tapestry is in chaos—undead horrors are emerging throughout the demiplane, and we do not quite understand why. On top of that, the people and creatures of the tapestry are reacting to the chaos, and they are only making matters worse! That, Pathfinders, is where you come in.”

    Aram Zey finally turns to face the crowd gathered around him. “The tapestry is a massive realm, and we have spent years exploring it and using it for travel. I fear that our activities are at least partly responsible for the degradation. I don’t think it’s a coincidence many of the six most damaged areas of the tapestry are sites of previous Pathfinder missions.”

    Zey’s face twists into a pained expression, “My efforts to repair the demiplane over the course of the last several days have met with nothing but failure. The decline continues to accelerate. I have no choice but to send you into the tapestry to deal with the chaos around these six sites. I’ll be sending in other teams to perform the laborious work of patching the rifts once you’ve established control of the situation. Then I can work on a permanent solution. Time is of the essence. By my estimates, in a little over two day’s time, the entire demiplane will collapse without your efforts. I don’t care what motivates you, whether you want to preserve powerful artifacts, save innocent lives, or be a good Pathfinder—get in there and get the job done.” Aram Zey returns his gaze to the tapestry, raising his hand to his forehead and wincing in pain. In a low grumble, he adds, “You all are this demiplane’s last hope. Don’t let them down.”

    ~~~~~~~~~~

    Venture-Captain Ambrus Valsin approaches. “As Aram Zey said, we have identified the six most damaged areas of the tapestry. Unfortunately, each of these areas is populated. In some of them, you’ll find allies who require aid, and in others long-time foes that would thwart our efforts. We must defeat these foes or win them over to our side. Choose your missions carefully! If you have visited the tapestry before, its people are likely to remember you, for good or ill.
    “I do have one piece of good news—the tapestry’s attempts to repair itself have caused loose threads from these six locations to connect to each other. What that means for you is that traveling between those locations once you’re inside should be straightforward. Advance scouts tell us these connections look like bridges made of tattered fabric decorated to resemble the two locations in the tapestry that the bridge connects.
    “As for getting back home, when you enter, you’ll leave a little blue portal behind you. It’s called an astral eddy, and it’s your personal connection to the Material Plane. Walk back into it, and you’ll reappear in Absalom. Once you’ve come home, though, we won’t be sending you back in.
    “You have two days to complete as many missions as you can, but don’t be so hasty that you throw away your lives. Take the time to rest if you find a safe place.”

    Table BRs, Part 2 has begun.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Erastil o'clock
    Examining and bottomdecking Rocky Cliff 1: Quarterstaff

    Quarterstaff:
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Moving to Fishing Village, taking everyone
    Exploring Fishing Village 1: Serpentfolk Seer

    Serpentfolk Seer:
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”


    Displaying Curse of Poisoning
    Banishing Clinging Venom to recovery, recharging Blessing of the Spellbound. Maznar reveals Animal
    Combat 9+4=13: 2d12 + 4 + 1d8 + 1d4 ⇒ (12, 2) + 4 + (4) + (2) = 24
    Using Clinging Venom
    Combat 12+4=16: 24 = 24
    Fishing Village is closed. Serpentfolk Seer and Random Blessings 1-5 are shuffled into Ruined Temple, Scar Bay, Tower, Scorched Ruins, Rocky Cliff

    "Let's get to the bottom of this." Seoni strode into the middle of the serpentfolk village, disrupting a ritual. The seer hissed and bit Seoni, but with a powerful spell, the sorcerer amplified the venom right back into the serpent leader. The seer screamed in pain and fled.
    "Yeah, I don't think we need to worry about it being a trap."

    Ending turn. Recovery: Discarding Clinging Venom instead of recharging. Resetting hand
    Curse of Poisoning: Recharging Wand of Detect Magic

    Seoni wrote:

    Hand: Cleric of Nethys, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Locate Object, Safe Harbor, Fire Snake,

    Displayed: Curse of Poisoning,
    Deck: 12 Discard: 1 Buried: 0
    Notes: Move Seoni with Maznar
    Ask before using: Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Helm of Telepathy; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    Aric/Red Raven deck handler | Looking for: not sure

    It is the hour of the Blessing of the Gods.

    Aric pilots the Thresher to The Tower. Everyone moves there.

    Free explore Tower: 1d11 ⇒ 1

    Confusion:

    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Maznar reveals Crow
    Wis 6: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12 acquired

    Display Clockwork Spy to examine, then explore, Tower
    Tower: 1d10 + 1 ⇒ (4) + 1 = 5

    Chanty Singer:

    SS
    Ally B
    Traits:
    Half-Elf
    Bard
    Elite To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to avoid being moved to a location.
    Discard this card to explore your location.

    Maznar reveals Crow
    Diplomacy 6: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16 Acquired

    Recharge (Aric power) Psychic Detective to examine, then explore, Tower
    Tower, can't be 5: 1d10 + 1 ⇒ (2) + 1 = 3
    Swap Chanty Singer into Kit and Lookout into Hand

    Magic Leather Armor:

    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.

    Maznar reveals Crow
    Con 2: 1d6 + 1d4 ⇒ (5) + (2) = 7 acquired

    Recharge (because of hour power) Blessing of the Ancients 2 to examine, then explore, Tower
    Tower, can't be 3 or 5: 1d10 + 1 ⇒ (5) + 1 = 6
    Change to Red Raven; stash Confusion in kit; add Chanty Singer to hand

    Helpful Haversack:

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

    Maznar reveals Crow
    Dex 6: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9 Acquired

    Recharge Lookout to examine Tower
    Tower, can't be 3, 5, 6: 1d10 + 1 ⇒ (5) + 1 = 6
    Tower, can't be 3, 5, 6: 1d10 + 1 ⇒ (2) + 1 = 3
    Tower, can't be 3, 5, 6: 1d10 + 1 ⇒ (2) + 1 = 3
    Tower, can't be 3, 5, 6: 1d10 + 1 ⇒ (7) + 1 = 8

    Draw Shy Ratani from Kit; Stash Helpful Haversack in Kit
    Discard Shanty Singer to explore Tower

    Sea Cat:

    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

    BYA: n/a
    Maznar reveals Crow
    Reveal Captain's Cutlass 1
    Combat 12: 1d10 + 5 + 1d6 + 1 + 1d4 ⇒ (1) + 5 + (5) + 1 + (4) = 16 banished

    End turn. RR power: examine Tower
    Tower, can't be 3, 5, 6, 8: 1d10 + 1 ⇒ (10) + 1 = 11
    1-5 is a random blessing; 6 is Serpentfolk Seer: 1d6 ⇒ 1

    Blessing of the Gods:

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

    Change to Aric; Add Confusion from Kit; Stow Shy Ratani in Kit

    Location power: examine top two cards of the Blessing Deck. Blessing of Cayden Cailean followed by Blessing of the Gods. Leave them in that order unless other players would like them swapped.

    Reset hand

    Top card of Tower is Blessing of the Gods. The rest of the location consists of cards 2, 4, 7, 9, 10

    Aric wrote:

    Hand: Captain's Cutlass 1, Confusion, Magic Leather Armor, Quick-Change Mask, Mask of the Red Raven, Blessing of the Ancients 1,

    Displayed: Clockwork Spy,
    Current Location: Tower
    Kit: Captain's Cutlass 2, Helpful Haversack, Shy Ratani,
    Deck: 13 Discard: 1 Buried: 0
    NOTES:
    Available Support: Will give Confusion to whomever would like it on my next turn.
    Other: Hero Points: 1;

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Spring Blade +1, Masque, Sharper, Cockroach Coat, Mindblade, Lockpick Shield, Gambeson, Kukri, Blessing of the Spy
    Recharged: Psychic Detective, Blessing of the Ancients 2, Lookout,
    Discard Pile: Chanty Singer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    ----------------------------------------------------------------------
  • The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

    Additional Rules:

    Ship & Plunder Rules:
    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 Table 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.

    Plunder Table
    Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
    1 - Weapon
    2 - Spell
    3 - Armor
    4 - Item
    5 - Ally
    6 - Choose 1 of the above 5 card types

    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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

    =

    Scenario Level (#): 2

    Turn: 3, Maznar/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Spoiler:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Spoiler:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Spoiler:
    Giant Moray Eel
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Basic
    To Defeat:
    Combat 10
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

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

    Spoiler:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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

    Spoiler:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Spoiler:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Weapons
    Spoiler:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

    Spoiler:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Spoiler:
    Seeking Harpoon +1
    SS
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spells
    Spoiler:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Items
    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Spoiler:
    Alchemical Glue
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Spoiler:
    Rum Bottle
    SS
    Item B
    Traits:
    Object
    Liquid
    Basic To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Spoiler:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic To Acquire:
    Charisma
    Dexterity 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Allies
    Spoiler:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Spoiler:
    Quartermaster
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Conchobhar Turlach Shortstone
    SS
    Ally 1
    Traits:
    Gnome
    Bard
    Pirate To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Aric/AbrahamZ
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Maznar/Bigguyinblack
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Seoni/EmpTyger
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zova/NathanDavis
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Seoni/EmpTyger
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Seoni/EmpTyger
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Aric/AbrahamZ
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Fishing Village
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 4
    Located/Displayed Here: None

    Ruined Temple Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ruined Temple Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Temple Card 3:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Ruined Temple Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
    Ruined Temple Card 7:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Ruined Temple Card 8:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 9:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Ruined Temple Card 11:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Location #3: Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Scar Bay Card 1:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Scar Bay Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 3:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Scar Bay Card 4:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Scar Bay Card 5:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Scar Bay Card 6:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
    Scar Bay Card 7:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Scar Bay Card 8:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scar Bay Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Scar Bay Card 10:
    Port Peril Corsair
    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.
    Scar Bay Card 11:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Location #4: Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Tower Card 1 (Blessing of the Gods):
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Tower Card 2:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    Tower Card 3:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Tower Card 4:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Tower Card 5:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Tower Card 6:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Scorched Ruins Card 1:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Scorched Ruins Card 2:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Scorched Ruins Card 3:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
    Scorched Ruins Card 4:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scorched Ruins Card 6:
    Serpentfolk Seer
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Scorched Ruins Card 7:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Scorched Ruins Card 8:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Scorched Ruins Card 9:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Scorched Ruins Card 10:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Scorched Ruins Card 11:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #6: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: (Quarterstaff)
    Rocky Cliff Card 1:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
    Rocky Cliff Card 2:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Rocky Cliff Card 3:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 4:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Rocky Cliff Card 5:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Rocky Cliff Card 6:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
    Rocky Cliff Card 7:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
    Rocky Cliff Card 8:
    Anchor
    SS
    Item B
    Traits:
    Tool To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
    Rocky Cliff Card 9:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Rocky Cliff Card 10:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Rocky Cliff Card 11:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.


  • Deck Handler

    Blessing of Cayden Cailean in effect.

    Maznar explores the Tower and acquires a blessing.

    Auto acquire Blessing of the Gods. Discard Blessing of the Spellbound (2) to explore.

    Tower Card 2: Bucket Brigade:

    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Fortitude 6 revealing Crow: 1d8 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7

    Everyone must make a Constitution/Fortitude 6 check or take 2 fire damage. Pausing turn in case anyone needs my BotG to copy BoCayden Cailean.


    Aric/Red Raven deck handler | Looking for: not sure

    Recharge Quick Change Mask to use Diplomacy
    Diplomacy 6, Maznar revealing Crow: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Maznar's turn)
    Maznar reveals Animal
    CON 6: 1d6 + 1d4 ⇒ (3) + (2) = 5
    Recharging Cleric of Nethys for +2=7

    As flames erupted on board the Thresher near Seoni, Varisa the cleric was ready- too ready- with a bucket of water.

    Seoni wrote:

    Hand: Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Locate Object, Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn), Fire Snake,

    Displayed: Curse of Poisoning,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Move Seoni with Maznar
    Ask before using: Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Helm of Telepathy; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Maznar reveals Animal
    Fortitude 6: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3
    2 Fire Damage. Reveal Vulture to give Blessing of Green Faith to random other character. And discard Vulture for remaining damage.
    Random Character: 1d3 ⇒ 2
    Aric Receives the Blessing of Green Faith

    Zova wrote:

    Hand: Aspect of the Hawk, Cloud Puff, Crow (Core), Porcupine (Core), Blessing of the Green Faith (2),

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings Available.
    Cloud Puff Ignore BYA/AYA at location
    Porcupine: local check against an Animal monster, add 1d8.
    Crow: local check to acquire, add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Desna's Star, Amulet of Mighty Fists, Frilled Lizard, Hatchet, Fox (Core), Blessing of the Gods, Aspect of the Mouse, Erutaki Coat
    Recharged:
    Discard Pile: Vulture,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Aric/Red Raven deck handler | Looking for: not sure

    Green Faith coming to Aric noted.


    Deck Handler

    Continued.

    Discard BotG to explore.

    Tower Card 3: Cat-o'-Nine-Tails:

    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    strength 11 revealing an animal: 1d8 + 1d4 ⇒ (4) + (2) = 6

    Maznar wrote:

    Hand: Fireblade, Cure, Armor of the Sands, Crow, Blessing of the Spellbound (1), Blessing of Milani, Frilled Lizard,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    "Current Location: Tower
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Bestiary of Garund, Frigid Blast, Djinni Quarterstaff, Blessing of the Spellbound (3), Pyrotechnic Blast, Dog, Mastiff
    Recharged:
    Discard Pile: Blessing of the Spellbound (2), Blessing of the Gods,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Tower card 1 acquired.
    Tower cards 2 and 3 banished.


    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
  • Plunder: 1x Ally.
    ----------------------------------------------------------------------
  • The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

    Additional Rules: =

    Ship & Plunder Rules:
    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 Table 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.

    Plunder Table
    Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
    1 - Weapon
    2 - Spell
    3 - Armor
    4 - Item
    5 - Ally
    6 - Choose 1 of the above 5 card types

    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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

    =

    Scenario Level (#): 2

    Turn: 4, Zova/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Blood Moon Pirate
    SS
    Monster B
    Traits:
    Lycanthrope
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

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

    Spoiler:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

    Spoiler:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Spoiler:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    Barriers
    Spoiler:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Spoiler:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Spoiler:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Spoiler:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Weapons
    Spoiler:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Spoiler:
    Sap
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Basic To Acquire:
    Strength
    Melee 6
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

    Spoiler:
    Longsword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Safe Harbor
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Healing To Acquire:
    Intelligence
    Arcane 8
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    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.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.

    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.

    Spoiler:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Items
    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

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

    Spoiler:
    Rum Bottle
    SS
    Item B
    Traits:
    Object
    Liquid
    Basic To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Allies
    Spoiler:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Ambrose "Fishguts" Kroop
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Surgeon
    SS
    Ally B
    Traits:
    Human
    Surgeon
    Elite To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
    Discard this card to explore your location.

    Spoiler:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Aric/AbrahamZ
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Maznar/Bigguyinblack
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Seoni/EmpTyger
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Zova/NathanDavis
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Seoni/EmpTyger
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Seoni/EmpTyger
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Aric/AbrahamZ
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Fishing Village
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 4
    Located/Displayed Here: None

    Ruined Temple Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ruined Temple Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Temple Card 3:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Ruined Temple Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
    Ruined Temple Card 7:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Ruined Temple Card 8:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 9:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Ruined Temple Card 11:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Location #3: Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Scar Bay Card 1:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Scar Bay Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 3:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Scar Bay Card 4:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Scar Bay Card 5:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Scar Bay Card 6:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
    Scar Bay Card 7:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Scar Bay Card 8:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scar Bay Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Scar Bay Card 10:
    Port Peril Corsair
    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.
    Scar Bay Card 11:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Location #4: Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Tower Card 1:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Tower Card 2:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Tower Card 3:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Scorched Ruins Card 1:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Scorched Ruins Card 2:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Scorched Ruins Card 3:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
    Scorched Ruins Card 4:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scorched Ruins Card 6:
    Serpentfolk Seer
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Scorched Ruins Card 7:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Scorched Ruins Card 8:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Scorched Ruins Card 9:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Scorched Ruins Card 10:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Scorched Ruins Card 11:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #6: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: (Quarterstaff)
    Rocky Cliff Card 1:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
    Rocky Cliff Card 2:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Rocky Cliff Card 3:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 4:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Rocky Cliff Card 5:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Rocky Cliff Card 6:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
    Rocky Cliff Card 7:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
    Rocky Cliff Card 8:
    Anchor
    SS
    Item B
    Traits:
    Tool To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
    Rocky Cliff Card 9:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Rocky Cliff Card 10:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Rocky Cliff Card 11:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.


  • Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Hour of the Gods

    Give Card Blessing of Green Faith to Seoni

    Burned and full of fury, Zova finds the source of of the fire, a Serpentfolk Slayer
    Display Aspect of the Hawk. Recharge Porcupine. Recharge Aric's Blessing of the Ancients
    Combat 8+4: 1d8 + 3 + 1d6 + 2 + 1d8 + 1d8 ⇒ (2) + 3 + (1) + 2 + (5) + (3) = 16
    Display Curse of Poisoning
    Discard Crow for Character Power
    Stealth 7: 1d8 + 1 + 1d8 + 3 ⇒ (6) + 1 + (5) + 3 = 15
    Zova takes partial hawk form flying into an attack against the wretched serpent. Her porcupine fills the creature with quills for good measure. Zova doesn't escape unscathed as she was poisoned in the process. She shifts into the form of a Crow and flies in and out of the tower making sure the coast is clear.
    Tower Closed

    End of Turn, examine Blessing Deck. Blessing of the Gods, then Blessing of Cayden Cailen. Leave in that order

    Recovery: Aspect of the Hawk Recharges

    Zova wrote:

    Hand: Aspect of the Mouse, Erutaki Coat, Cloud Puff, Amulet of Mighty Fists, Frilled Lizard, Fox (Core), Blessing of the Gods,

    Displayed: Curse of Poisoning,
    Deck: 4 Discard: 2 Buried: 0
    Hero Points: 0

    Curse: Recharge Random Card - Fox (Core)

    Zova wrote:

    Hand: Aspect of the Mouse, Erutaki Coat, Cloud Puff, Amulet of Mighty Fists, Frilled Lizard, Blessing of the Gods,

    Displayed: Curse of Poisoning,
    Deck: 5 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available.
    Cloud Puff Ignore BYA/AYA at location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchet, Desna's Star
    Recharged: Porcupine (Core), Aspect of the Hawk, Fox (Core),
    Discard Pile: Vulture, Crow (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Gave Card Blessing of Green Faith to Seoni
    Used Aric's Blessing of the Ancients
    Closed Tower
    Examined top two Blessing Deck.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 1: Gods o'clock
    Moving to Rocky Cliff, taking everyone
    Exploring Rocky Cliff 1: Rage

    Rage:
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Maznar reveals Animal
    Arcane 6: 1d12 + 4 ⇒ (5) + 4 = 9
    Rage is acquired. Drawing Pyrotechnic Blast

    Seoni followed a trail of ash up to the Rocky Cliff. "There's residue of some angry magicks here." The sorcerer smirked. "I think we might be being somewhat disruptive to these serpentfolk."

    Discarding Blessing of the Green Faith to explore Rocky Cliff 2: Quarterstaff

    Quarterstaff:
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Maznar reveals Animal
    STR 3: 1d6 + 1d4 ⇒ (6) + (4) = 10
    Quarterstaff is acquired

    Next to Zova was a sturdy smooth branch, the right length for a staff. Seoni picked it up while sizing up her new companion.

    Discarding Blessing of the Spellbound to explore Rocky Cliff 3: Serpentfolk Slayer

    Serpentfolk Slayer:
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Discarding Helm of Telepathy to draw Clinging Venom
    Banishing Pyrotechnic Blast to recovery. Maznar reveals Animal
    Combat 8+4=12 (18): 1d12 + 4 + 2d4 + 1d4 ⇒ (10) + 4 + (3, 1) + (2) = 20
    Serpentfolk Slayer is banished
    Closing Rocky Cliff: Banishing Quarterstaff
    Rocky Cliff is closed. Examining Scar Bay 1: Besmara's Bones

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

    Seoni heard the telltale hiss towards the lip of the cliff, and immediately sent a fiery blast in that direction, stunning a serpentfolk rogue. The sorcerer then swung the branch so mightily that it splintered, toppling the would-be ambusher over the edge.
    Seoni peered down, watching her fallen foe sink into Scar Bay.

    Ending turn. Recovery: Discarding Pyrotechnic Blast instead of recharging. Resetting hand
    Curse of Poisoning: Clinging Venom is recharged

    Seoni wrote:

    Hand: Blessing of Pharasma (discard to bless/double bless if spell is cast), Menagerie Keeper, Rage (display at local character to let them bury 1 card for +1d10 to STR/Melee/CON until end of turn), Locate Object, Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn), Fire Snake,

    Displayed: Curse of Poisoning,
    Deck: 11 Discard: 4 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Safe Harbor; Rage

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
  • Plunder: 1x Ally.
    ----------------------------------------------------------------------
  • The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

    Additional Rules: =

    Ship & Plunder Rules:
    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 Table 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.

    Plunder Table
    Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
    1 - Weapon
    2 - Spell
    3 - Armor
    4 - Item
    5 - Ally
    6 - Choose 1 of the above 5 card types

    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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

    =

    Scenario Level (#): 2

    Turn: 6, Aric/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Spoiler:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_

    Spoiler:
    Dire Rat
    SS
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    OR Dexterity
    Stealth 6
    If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
    This rat has glowing red eyes and is of an unusual size.

    Spoiler:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Spoiler:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

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

    Spoiler:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

    Spoiler:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 12
    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 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

    Spoiler:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Spoiler:
    Morningstar
    SS
    Weapon B
    Traits:
    Mace
    Melee
    Piercing
    Elite To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Spells
    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    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.

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

    Spoiler:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    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 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Items
    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Masterwork Tools
    SS
    Item B
    Traits:
    Tool
    Elite To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Amulet of Life
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Spoiler:
    Ring of Wave Walking
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Spoiler:
    Nautical Charts
    SS
    Item B
    Traits:
    Book To Acquire:
    Wisdom
    Survival 7
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Allies
    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Cabin Boy
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your non-combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Swab
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Maznar/Bigguyinblack
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Seoni/EmpTyger
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Zova/NathanDavis
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Seoni/EmpTyger
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Seoni/EmpTyger
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Aric/AbrahamZ
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Fishing Village
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 4
    Located/Displayed Here: None

    Ruined Temple Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ruined Temple Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Temple Card 3:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Ruined Temple Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
    Ruined Temple Card 7:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Ruined Temple Card 8:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 9:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Ruined Temple Card 11:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Location #3: Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Scar Bay Card 1 (Besmara's Bones):
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Scar Bay Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 3:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Scar Bay Card 4:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Scar Bay Card 5:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Scar Bay Card 6:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
    Scar Bay Card 7:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Scar Bay Card 8:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scar Bay Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Scar Bay Card 10:
    Port Peril Corsair
    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.
    Scar Bay Card 11:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Location #4: Tower
    Closed
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Scorched Ruins Card 1:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Scorched Ruins Card 2:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Scorched Ruins Card 3:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
    Scorched Ruins Card 4:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scorched Ruins Card 6:
    Serpentfolk Seer
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Scorched Ruins Card 7:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Scorched Ruins Card 8:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Scorched Ruins Card 9:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Scorched Ruins Card 10:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Scorched Ruins Card 11:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #6: Rocky Cliff
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, (Quarterstaff)


  • Aric/Red Raven deck handler | Looking for: not sure

    On Zova's turn: recharge of BotA noted

    It is the hour of Cayden.

    Start of turn: change to Red Raven.

    Give Confusion to Seoni.

    Move step: steer ship to Scorched Ruins, taking everyone along.

    Red Raven power: after move step, examine Scorched Ruins 1. Then free explore.

    Giant Wasp:

    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Maznar reveals animal to add +1d4
    Reveal Captain's Cutlass to add 1d10+5+1d6+1
    Combat 13: 1d10 + 5 + 1d6 + 1 + 1d4 ⇒ (4) + 5 + (5) + 1 + (2) = 17 banished
    AYA discard Magic Leather Armor for 1 Poison dmg.

    End turn
    Red Raven power: at the end of turn, examine Scorched Ruins 2: Cutlass
    The Red Raven spies a useful weapon up ahead but now is not the time for it.
    Change to Aric. Draw Helpful Haversack from Kit. Stow Blessing of the Green Faith in Kit.
    Reset hand.
    On Maznar's turn: display Cockroach Coat.

    Aric wrote:

    Hand: Captain's Cutlass 1, Helpful Haversack, Mask of the Red Raven, Compass, Blessing of the Spy,

    Displayed: Clockwork Spy, Cockroach Coat,
    Current Location: Scorched Ruins
    Kit: Captain's Cutlass 2, Blessing of the Green Faith, Shy Ratani,
    Deck: 12 Discard: 2 Buried: 0
    NOTES:
    Other: Hero Points: 1;

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mindblade, Masque, Gambeson, Lockpick Shield, Spring Blade +1, Sharper, Kukri
    Recharged: Psychic Detective, Blessing of the Ancients 2, Lookout, Quick-Change Mask, Blessing of the Ancients 1,
    Discard Pile: Chanty Singer, Magic Leather Armor,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

    Turn Summary:
    * Gave Confusion to Seoni
    * Scorched Ruins 1 is banished.
    * Cutlass is the top card of Scorched Ruins.


    Deck Handler

    Blessing of Pharasma in effect.

    Hand Blessing of Milani to Seoni.

    Maznar sails the raft and everyone aboard to Scar Bay.

    Scar Bay Card 1 (Besmara's Bones): Besmara's Bones:

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

    Survival 8 recharging my Crow and revealing an animal: 1d8 + 1d6 + 1d4 + 3 ⇒ (5) + (1) + (3) + 3 = 12

    Display Besmara's Bones next to ship.

    Discard Blessing of the Spellbound (1) to explore.

    Scar Bay Card 2: Serpentfolk Slayer:

    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    combat 8 +4 casting Fireblade, recharging Seoni's BoPharasma, revealing an animal: 3d10 + 3d4 + 4 ⇒ (4, 6, 4) + (3, 4, 2) + 4 = 27

    Defeated by more then 6 so no consequences.

    Divine 8 to close revealing an animal: 1d10 + 1d4 + 4 ⇒ (8) + (3) + 4 = 15

    Attempt to recharge Armor of the Sands instead of bury to prevent 4 combat damage revealing an animal: 1d10 + 1d4 + 4 ⇒ (5) + (2) + 4 = 11 Armor of the Sands buried.

    Maznar ends his turn.

    Maznar attempts to recover all cards in his Recovery pile.
    Fireblade: Divine 8: 1d10 + 1d4 + 3 ⇒ (2) + (3) + 3 = 8 -> Fireblade recharged.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Cure, Frilled Lizard, Frigid Blast, Blessing of the Spellbound (3), Djinni Quarterstaff, Dog, Bestiary of Garund,

    Displayed: Besmara's Bones,
    Deck: 5 Discard: 3 Buried: 1
    "Current Location: Scar Bay
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mastiff, Pyrotechnic Blast, Blessing of Sivanah
    Recharged: Crow, Fireblade,
    Discard Pile: Blessing of the Spellbound (2), Blessing of the Gods, Blessing of the Spellbound (1),
    Buried Pile: Armor of the Sands,
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Passed Blessing of Milani to Seoni.
    Scar Bay card 1 acquired.
    Seoni's Blessing of Pharasma recharged.
    Scar Bay closed.


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Aba-Day
    Give Card to Seoni - Blessing of the Gods
    Move all to Scorched Ruins
    Free Explore

    Zova has more to do in the Scorched Ruins. Though she is sure that more serpents must be there, she only finds a Cutlass
    Reveal Maznar's Animal
    Strength 6: 1d6 + 1d4 ⇒ (3) + (1) = 4
    The hilt is scorched and the blade is rusted.

    Discard Frilled Lizard to Explore
    One of her shipmates, yells Man Overboard!
    Display Aspect of the Mouse. Discard Seoni's new Blessing of the Gods to copy Blessing of Abadar
    Dexterity 7: 1d8 + 1d6 + 2d8 ⇒ (1) + (1) + (3, 4) = 9
    Quick as a mouse, Zova is able to skitter across the planks and grab hold of the crew member they almost lost.

    Recovery: Recharge Aspect of the Mouse

    Zova wrote:

    Hand: Hatchet, Erutaki Coat, Cloud Puff, Amulet of Mighty Fists, Desna's Star, Porcupine (Core),

    Displayed: Curse of Poisoning,
    Deck: 4 Discard: 3 Buried: 0
    Hero Points: 0

    Curse of Poisoning: Recharge Cloud Puff

    Zova wrote:

    Hand: Hatchet, Erutaki Coat, Amulet of Mighty Fists, Desna's Star, Porcupine (Core),

    Displayed: Curse of Poisoning,
    Deck: 5 Discard: 3 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Porcupine recharges to add 1d8 to local animal trait or monster

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Porcupine (Core), Aspect of the Hawk, Fox (Core), Aspect of the Mouse, Cloud Puff,
    Discard Pile: Vulture, Crow (Core), Frilled Lizard,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Banished Scorched Ruins 2 and 3
    Gave Seoni BotG and then discarded it


    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
  • Plunder: 1x Ally.
    ----------------------------------------------------------------------
  • The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

    Additional Rules: =

    Ship & Plunder Rules:
    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 Table 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.

    Plunder Table
    Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
    1 - Weapon
    2 - Spell
    3 - Armor
    4 - Item
    5 - Ally
    6 - Choose 1 of the above 5 card types

    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. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

    =

    Scenario Level (#): 2

    Turn: 9, Seoni/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

    Spoiler:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

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

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

    Spoiler:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

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

    Spoiler:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Spoiler:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Spoiler:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Weapons
    Spoiler:
    Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.

    Spoiler:
    Light Crossbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spells
    Spoiler:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    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.

    Spoiler:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.

    Spoiler:
    Cloth Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Liquid Ice
    SS
    Item 2
    Traits:
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Spoiler:
    Alchemical Glue
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Spoiler:
    Rum Bottle
    SS
    Item B
    Traits:
    Object
    Liquid
    Basic To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Spoiler:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic To Acquire:
    Charisma
    Dexterity 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Spoiler:
    Periscope
    SS
    Item 2
    Traits:
    Object To Acquire:
    Wisdom
    Perception 8
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

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

    Spoiler:
    Jinx Eater
    SS
    Ally B
    Traits:
    Tengu
    Assassin
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Maznar/Bigguyinblack
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Seoni/EmpTyger
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Zova/NathanDavis
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Seoni/EmpTyger
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Seoni/EmpTyger
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Aric/AbrahamZ
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Fishing Village
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 4
    Located/Displayed Here: None

    Ruined Temple Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ruined Temple Card 2:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Temple Card 3:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Ruined Temple Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
    Ruined Temple Card 7:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Ruined Temple Card 8:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 9:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Ruined Temple Card 11:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Location #3: Scar Bay
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Tower
    Closed
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None

    Scorched Ruins Card 1:
    Serpentfolk Slayer
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 2:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scorched Ruins Card 3:
    Serpentfolk Seer
    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Scorched Ruins Card 4:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Scorched Ruins Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Scorched Ruins Card 6:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Scorched Ruins Card 7:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Scorched Ruins Card 8:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #6: Rocky Cliff
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Gods o'clock
    Exploring Scorched Ruins 1: Serpentfolk Slayer

    Serpentfolk Slayer:
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Discarding Menagerie Keeper to draw Pyrotechnic Blast. Banishing Pyrotechnic Blast to recovery. Maznar reveals Animal
    Combat 8+4=12 (18): 1d12 + 4 + 2d4 + 1d4 ⇒ (4) + 4 + (1, 2) + (3) = 14
    Displaying Curse of Poisoning. Serpentfolk Slayer is banished.
    Closing Scorched Ruins: Summoning Random Weapon 1: Pistol

    Pistol:
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Discarding Blessing of Milani. Maznar reveals Animal
    DEX 6: 3d4 + 1d4 ⇒ (3, 1, 1) + (1) = 6
    Pistol is acquired. Scorched Ruins remains open with non-villain cards banished

    The ruins were reminding Seoni of her recent cosmic adventure, when another hiss interrupted her reverie. This serpentfolk managed to get a bite off before she blasted him. Wincing, the sorcerer ignored the poison and picked up the fallen rogue's pistol. The sorcerer seemed almost amused as she considered the firearm, before pointing it at a refuge within the ruins. "Consider this a final warning shot," she said confidently, igniting the gunpowder.

    Ending turn. Recovery: Discarding Pyrotechnic Blast instead of recharging. Resetting hand.
    2 Curses of Poisoning: Safe Harbor, Rage are recharged

    Seoni wrote:

    Hand: Pistol, Confusion, Surgeon (recharge to heal 1 local), Locate Object, Fire Snake,

    Displayed: Curse of Poisoning 1, Curse of Poisoning 2,
    Deck: 13 Discard: 7 Buried: 0
    Notes: Seoni can take 1 villain combat if necessary. Do not cure.
    Ask before using:
    Can use without asking: Surgeon

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    It is the hour of the Gods.

    SoT: reveal Helpful Haversack to examine top card of deck: Masque. Discard Haversack to draw Masque.

    Change to Red Raven

    Move to Ruined Temple (taking Thresher with me). Leaving everyone else at Scorched Ruins.

    RR power: examine Ruined Temple 1
    Stow Mask of the Red Raven; Draw Shy Ratani

    Blessing of the Gods:

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

    Free explore: encounter Blessing of the Gods and auto-acquire it.

    Recharge Blessing of the Spy to examine Ruined Temple 2
    Draw Captain's Cutlass 2; Stow Shy Ratani
    Discard Compass to encounter Ruined Temple 2

    Serpentfolk Slayer:

    10-00
    Henchman 2
    Type: Monster
    Traits:
    Serpentfolk
    Rogue
    Poison
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Discard Captain's Cutlass to add 1d10+5+1d6+1+1d8
    Banish Clockwork Spy to add 1d6
    Combat 8+2+2=12 (18): 1d10 + 5 + 1d6 + 1 + 1d8 + 1d6 ⇒ (5) + 5 + (4) + 1 + (4) + (4) = 23 banished

    Bury Blessing of the Gods to close Ruined Temple

    End turn
    Change to Aric
    Reset hand

    Red Raven wrote:

    Hand: Captain's Cutlass 2, Lockpick Shield, Mindblade, Masque,

    Displayed: Cockroach Coat,
    Current Location: Scorched Ruins
    Kit: Shy Ratani, Blessing of the Green Faith, Mask of the Red Raven,
    Deck: 10 Discard: 5 Buried: 1
    NOTES:
    Other: Hero Points: 1;

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sharper, Kukri, Spring Blade +1, Gambeson
    Recharged: Psychic Detective, Blessing of the Ancients 2, Lookout, Quick-Change Mask, Blessing of the Ancients 1, Blessing of the Spy,
    Discard Pile: Chanty Singer, Magic Leather Armor, Helpful Haversack, Compass, Captain's Cutlass 1,
    Buried Pile: Blessing of the Gods,
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Ruined Temple closed - villain should be the only thing left.


    Deck Handler

    Blessing of Sivanah in effect.

    Only 1 snake remains.

    Hand Frilled Lizard to Whomever checks in first to take the other combat check.

    Scorched Ruins Card 3: Serpentfolk Seer:

    10-00
    Villain 2
    Type: Monster
    Traits:
    Serpentfolk
    Oracle
    Poison
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 12
    Before you act, display the scourge Curse of Poisoning next to your deck.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    All damage dealt by the Serpentfolk Seer is Poison damage.
    “The rifts are gateways to another world. We shall seize this chance to rise again!”

    Maznar is effected by Curse of Poisoning. Hoping Seoni or Zova can take first combat 9 +4 check. They will also be poisoned from the BYA.

    second combat check of 12 +4 casting Frigid Blast, discarding Bestiary of Garund, recharging Blessing of the Spellbound (3), and revealing an animal: 2d10 + 4d4 + 4 ⇒ (9, 4) + (1, 4, 2, 3) + 4 = 27

    Assuming Zova or Seoni beats the combat 13 check we win.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Maznar's turn)
    Discarding Pistol to draw Pyrotechnic Blast
    Banishing Pyrotechnic Blast to recovery, discarding Frilled Lizard. Maznar reveals Animal

    Combat 9+4=13: 1d12 + 4 + 2d4 + 2d4 + 1d4 ⇒ (12) + 4 + (1, 4) + (1, 1) + (4) = 27
    Seoni's "warning shot" nearly brought down the ruins. The serpentfolk seer emerged for a last stand, prompting Maznar's lizard to expand its frills. Seoni smiled at the dwarf, graciously offering him the final blow.


    Aric/Red Raven deck handler | Looking for: not sure

    Well done, everyone!


    COMPLETED SCENARIO 10–00A: THE SERPENT’S FANGS

    PLUNDER:
    1x Ally -> Surgeon (Ally 0)

    TIER PROGRESSION:
    All characters playing for Tier Advancement gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Aric -> Tier 2, 3XP
    Maznar -> Tier 2, 1XP
    Seoni -> Tier 3, 1XP
    Zova -> Tier 1, 1XP (Assuming she's playing for advancement)

    SCENARIO REWARD:

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

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

  • All players (and the BR) may roll a 1d20. On a 20, they win the following Player Boon...

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

    BR 10-00A Boon Roll: 1d20 ⇒ 19 -> No effect.

    DEVELOPMENT:

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

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

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

    ACQUIRED CARDS:

    Chanty Singer (Ally B)
    Surgeon (Ally B)

    Magic Leather Armor (Armor B)

    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)

    Helpful Haversack (Item 1)
    Besmara's Bones (Item 2)

    Confusion (Spell B)
    Rage (Spell 1)

    Pistol (Weapon B)
    Quarterstaff (Weapon B)


  • Let me know if you'd like to progress onto 10-00C first, but for now I'm assuming you're doing the 3 scenarios in order.

    ===========================================================

    SCENARIO 10–00B: SLAVERS IN THE NIGHT

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

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

    It was Dara’s idea to compile information about the disappearances on a map in the captain’s quarters of the Thresher. The map is spread before you, each kidnapping labeled with dates, times, and distances. Dara’s numbers were all off—she excels at driving the crew, but it seems that calculations are not her expertise. After a few corrections, however, you’ve noticed a grim correlation. All of the targeted communities are within a few days’ travel of a mountain where duergar have labored for centuries: Slave Mountain. A few years ago, the Pathfinder Society quelled a slaving operation there, forcing the duergar to focus on defense. Now, it seems, the duergar are active again.

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

    LOCATIONS:
    2 FESTHALL
    2 SMOKING DEN
    2 TENGU ROOKERY
    2 WAREHOUSE
    3 FLOATING SHIPYARD
    4 MERCHANT MARINA

    THREAT LIST:

  • Villain: Duergar Lashmaster
  • Closing Henchmen: Duergar Slave-Taker

    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.

    STARTING PLUNDER:
    1d6 ⇒ 1 -> WEAPON


  • As usual; starting hands and location whenever you're ready!

    ===================================

    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)

    ----------------------------------------------------------------------
  • 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.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 0, Maznar/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

    Spoiler:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Spoiler:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Spoiler:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Spoiler:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    Barriers
    Spoiler:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Spoiler:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Spoiler:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Weapons
    Spoiler:
    Seeking Harpoon +1
    SS
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

    Spoiler:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Sap
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Basic To Acquire:
    Strength
    Melee 6
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Spells
    Spoiler:
    Dehydrating Touch
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Elite To Acquire:
    Intelligence
    Arcane 9
    For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

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

    Spoiler:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    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.

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

    Spoiler:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Worn Leather Skullcap
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite To Acquire:
    Wisdom
    Survival 7
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

    Spoiler:
    Ring of the Beasts
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

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

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Allies
    Spoiler:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Master-at-Arms
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Blessings
    Spoiler:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

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

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zova/NathanDavis
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Aric/AbrahamZ
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Aric/AbrahamZ
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Aric/AbrahamZ
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Seoni/EmpTyger
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Zova/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Seoni/EmpTyger
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Maznar/Bigguyinblack
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 30 Blessings Deck Card 30 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Festhall
    At This Location: 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.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Smoking Den
    At This Location: 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.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Tengu Rookery
    At This Location: 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.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Warehouse
    At This Location: 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.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Floating Shipyard
    At This Location: 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.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Merchant Marina
    At This Location: 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.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Handler

    Starting location Smoking Den.

    Maznar wrote:

    Hand: Bestiary of Garund, Dog, Cure, Mastiff, Djinni Quarterstaff, Pyrotechnic Blast, Blessing of the Spellbound (2),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Smoking Den
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound (3), Frigid Blast, Armor of the Sands, Blessing of the Spellbound (1), Sphere of Fire, Blessing of Milani, Crow, Blessing of Sivanah, Frilled Lizard
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


    Aric/Red Raven deck handler | Looking for: not sure

    Starting location: Festhall

    Aric wrote:

    Hand: Captain's Cutlass 1, Quick-Change Mask, Psychic Detective, Lookout, Sharper, Masque,

    Displayed:
    Current Location: Festhall
    Kit: Captain's Cutlass 2, Mindblade, Lockpick Shield,
    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kukri, Compass, Cockroach Coat, Mask of the Red Raven, Gambeson, Blessing of the Spy, Shy Ratani, Blessing of the Ancients 1, Blessing of the Ancients 2, Clockwork Spy, Spring Blade +1
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    I won't be able to post an update for a while, so I'm posting the start-of-scenario update now. Zova starts.

    I've dropped Seoni and Zova at the Smoking Den, both so they're at Maznar's location for +1d4 to all of their checks, and also because it's the only location with a positive Start-of-Turn effect. They may override me and choose a starting location as they please, however.

    ==============================================

    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)

    ----------------------------------------------------------------------
  • 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.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 1, Zova/NathanDavis

    Random Cards:

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

    Spoiler:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

    Spoiler:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Spoiler:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Barriers
    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Spoiler:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Spoiler:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

    Weapons
    Spoiler:
    Whip
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Spoiler:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 8
    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 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.

    Spoiler:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

    Spoiler:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

    Spoiler:
    Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

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

    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Obscure
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Buckler Gun
    SS
    Armor B
    Traits:
    Shield
    Firearm
    Basic To Acquire:
    Dexterity
    Ranged 5
    THEN Constitution
    Fortitude 5
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge 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.

    Spoiler:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Items
    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Jellyfish Cape
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Aquatic
    Elite To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
    Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

    Spoiler:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Spoiler:
    Nautical Charts
    SS
    Item B
    Traits:
    Book To Acquire:
    Wisdom
    Survival 7
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Spoiler:
    Thieves' Tools
    SS
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

    Allies
    Spoiler:
    Merrill Pegsworthy
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Captain
    Pirate To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 8
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Spoiler:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Chanty Singer
    SS
    Ally B
    Traits:
    Half-Elf
    Bard
    Elite To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to avoid being moved to a location.
    Discard this card to explore your location.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Aric/AbrahamZ
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Aric/AbrahamZ
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Aric/AbrahamZ
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Seoni/EmpTyger
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Zova/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Seoni/EmpTyger
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Maznar/Bigguyinblack
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Festhall
    At This Location: 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.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, None

    Festhall Card 1:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Festhall Card 2:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 3:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Festhall Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festhall Card 5:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 6:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Festhall Card 7:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Festhall Card 8:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
    Festhall Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Festhall Card 10:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

    Location #2: Smoking Den
    At This Location: 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.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Smoking Den Card 1:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Smoking Den Card 2:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Smoking Den Card 3:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Smoking Den Card 4:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Smoking Den Card 5:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Smoking Den Card 6:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.
    Smoking Den Card 7:
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Smoking Den Card 8:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Smoking Den Card 9:
    Toxic Blunderbuss +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 11
    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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Smoking Den Card 10:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Location #3: Tengu Rookery
    At This Location: 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.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tengu Rookery Card 1:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
    Tengu Rookery Card 2:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Tengu Rookery Card 3:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Tengu Rookery Card 4:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Tengu Rookery Card 5:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Tengu Rookery Card 6:
    Thieves' Tools
    SS
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
    Tengu Rookery Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 8:
    Port Peril Corsair
    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.
    Tengu Rookery Card 9:
    Goose in the Rigging
    SS
    Barrier 1
    Traits:
    Task
    Elite
    To Defeat:
    Intelligence
    Craft 7
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Tengu Rookery Card 10:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 11
    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 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Location #4: Warehouse
    At This Location: 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.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warehouse Card 1:
    Dolphin
    SS
    Ally B
    Traits:
    Animal
    Aquatic
    Elite To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.
    Warehouse Card 2:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Warehouse Card 3:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
    Warehouse Card 4:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Warehouse Card 5:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Warehouse Card 6:
    Liquid Ice
    SS
    Item 2
    Traits:
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
    Warehouse Card 7:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Warehouse Card 8:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
    Warehouse Card 9:
    Nirento
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
    Warehouse Card 10:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Floating Shipyard
    At This Location: 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.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 2:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 3:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
    Floating Shipyard Card 4:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Floating Shipyard Card 5:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat 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.
    Floating Shipyard Card 6:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 7:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Floating Shipyard Card 9:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Floating Shipyard Card 10:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #6: Merchant Marina
    At This Location: 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.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Merchant Marina Card 2:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Merchant Marina Card 3:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 12
    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 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
    Merchant Marina Card 4:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
    Merchant Marina Card 5:
    Pearl of Wisdom
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Wisdom 7
    Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
    Merchant Marina Card 6:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
    Merchant Marina Card 7:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Merchant Marina Card 8:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

    On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
    “I’m not taking you for your body. I’m taking you for your soul.”

    Merchant Marina Card 9:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.
    Merchant Marina Card 10:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Hero Point: Gaining Skill Feat: WIS +1
    Forfeiting upgrade.
    Starting at Maznar's location

    Seoni was unable to investigate the fishing villages directly, instead recuperating from the serpentfolk's poison aboard the Thresher. Bored, the sorcerer borrowed the navigator's equipment, scanning the horizon for anything of note. By the time the party disembarked at Slave Mountain, Seoni was healthy, and spoiling for a fight.

    Seoni wrote:

    Hand: Blessing of the Spellbound 1 (discard to bless, recharge if Arcane/Divine), Clinging Venom, Blessing of Pharasma (discard to bless/double bless if spell is cast), Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn), Wand of Detect Magic, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Bound Elemental,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Move Seoni with Maznar
    Ask before using: Blessing of Pharasma; 2 Blessings of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Smoking Den it is

    Zova wrote:

    Hand: Hatchet, Aspect of the Mouse, Fox (Core), Vulture, Crow (Core), Blessing of the Gods, Blessing of the Green Faith (2),

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings Available. Fox for local Int/Wis. Crow for local check to Acquire

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloud Puff, Aspect of the Hawk, Blessing of the Green Faith, Erutaki Coat, Porcupine (Core), Desna's Star, Frilled Lizard, Wintervine
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Erastil Day
    Give Card to Seoni Blessing of the Green Faith

    After a brief check in at the Smoking Den, Zova brings her crew to the Warehouse

    Free Explore
    A Dolphin plays in the waters outside the Warehouse.
    Survival 8: 1d8 + 3 ⇒ (6) + 3 = 9
    It starts to hang out around the ship looking knowing that easy food would always be at hand.

    Discard Crow to Explore
    An angry Duergar Slave-Taker, thinking the dolphin belongs to them bursts out of the Warehouse.
    Reveal Maznar's Dog. Recharge Fox and Vulture
    BYA Fortitude 6+2: 1d8 + 1 + 1d4 + 2d4 ⇒ (2) + 1 + (3) + (3, 4) = 13
    Zova's pack will not be cowed
    Reveal Hatchet. Recharge Dolphin. Reveal Maznar's Dog.
    Combat 12+2: 1d8 + 3 + 1d6 + 1d8 + 3 + 1d4 ⇒ (8) + 3 + (3) + (6) + 3 + (4) = 27
    Zova's wrath is fierce and full of hidden Dolphin rage.

    Recharge Aspect of the Mouse. Reveal Maznar's Dog.
    Dexterity 4+2: 1d8 + 1d8 + 3 + 1d4 ⇒ (7) + (3) + 3 + (2) = 15
    Summon a Weapon: Whip. Reveal Maznar's Dog.
    Strength 7: 1d6 + 1d4 ⇒ (4) + (1) = 5

    Zova takes on the form of the Mouse. While able to make sure no other foes abound, it does make it hard to lift things.

    Zova wrote:

    Hand: Hatchet, Erutaki Coat, Wintervine, Porcupine (Core), Frilled Lizard, Blessing of the Gods,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available. Porcupine for local Animal or Monster. Wintervine for die for local Survival/Perception

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Desna's Star, Blessing of the Green Faith, Aspect of the Hawk, Cloud Puff
    Recharged: Fox (Core), Vulture, Dolphin, Aspect of the Mouse,
    Discard Pile: Crow (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Moved Seoni/Maznar to Warehouse.
    Gave Seoni Blessing of Green Faith
    Acquired Warehouse 1.
    Closed Warehouse


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Gods o'clock
    Moving to Smoking Den, taking Maznar and Zova

    Seoni nodded in appreciation, seeing Zova take down the duergar. "Seems as we know what we're up against now." The sorcerer led the party back to the smoking den.

    Exploring Smoking Den 1: Dagger

    Dagger:
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Maznar reveals Animal
    DEX 3: 1d4 + 1d4 ⇒ (3) + (1) = 4
    Dagger is acquired

    Seoni tapped on suspiciously blank patch of floor. "This might be a good hiding spot." The sorcerer picked up a dagger to scratch at the surface, wedging the blade between the floorboards.

    Discarding Blessing of the Spellbound to explore Smoking Den 2: Duergar Slave-Taker

    Duergar Slave-Taker:
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Recharging Bound Elemental, discarding Blessing of the Spellbound. Maznar reveals Animal
    CON 6+2=8: 2d6 + 1d4 + 1d4 ⇒ (5, 5) + (2) + (2) = 14
    Discarding Dagger to draw Blessing of the Spellbound
    Banishing Clinging Venom to recovery. Maznar reveals Animal
    Combat 12+2=14: 1d12 + 4 + 1d8 + 1d4 ⇒ (12) + 4 + (6) + (1) = 23
    Duergar Slave-Taker is banished

    The sorcerer's hunch proved correct, and a trap door opened. Before she could examine the secret compartment, an angry duergar materialized, blowing toxic smoke at her. Seoni immediately summoned a fire elemental, whose flames rendered the toxin impotent. Before the duergar could shift tactics, Seoni countered with a poisonous blast of her own, knocking out the evil dwarf.

    Closing Smoking Den: Summoning Random Diplomacy Ally 1: Merrill Pegsworthy

    Merrill Pegsworthy:
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Captain
    Pirate To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 8
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Maznar reveals Animal
    CHA 8: 1d12 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8
    Merrill Pegsworthy is acquired. Drawing Menagerie Keeper. Smoking Den is 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.

    Within the compartment was Merrill Pegsworthy, who had been imprisoned for days. The pirate captain was initially fearful at the sight of Maznar, but Seoni reassured him that the druid was no duergar. Grateful for the rescue, Merrill shared some tips he had accumulated for breathing through the noxious poisons.

    Ending turn. Recovery: Discarding Clinging Venom instead of recharging

    Seoni wrote:

    Hand: Merrill Pegsworthy, Blessing of Pharasma (discard to bless/double bless if spell is cast), Menagerie Keeper, Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn), Wand of Detect Magic, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Blessing of the Green Faith (recharge to bless),

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure.
    Ask before using: Blessing of Pharasma; Blessing of the Spellbound; Blessing of the Green Faith
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    During This Adventure: =
    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    Adventure Rules:
  • 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 hero points 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:

  • 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.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)
  • Thresher (Wrecked): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)

    ----------------------------------------------------------------------
  • 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.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 3, Aric/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

    Spoiler:
    Dire Rat
    SS
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    OR Dexterity
    Stealth 6
    If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
    This rat has glowing red eyes and is of an unusual size.

    Spoiler:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Spoiler:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Spoiler:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

    Barriers
    Spoiler:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Spoiler:
    Trapped Locker
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Weapons
    Spoiler:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

    Spoiler:
    Animalbane Dagger +1
    SS
    Weapon 1
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

    Spoiler:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Spoiler:
    Keen Falcata +1
    SS
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Spells
    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.

    Spoiler:
    Buoyancy
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 3
    Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

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

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    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.

    Spoiler:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Armors
    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Items
    Spoiler:
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Spoiler:
    Alchemical Glue
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Spoiler:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Ring of Wave Walking
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

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

    Allies
    Spoiler:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Seoni/EmpTyger
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Aric/AbrahamZ
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Zova/NathanDavis
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Aric/AbrahamZ
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Aric/AbrahamZ
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Maznar/Bigguyinblack
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Zova/NathanDavis
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Seoni/EmpTyger
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Aric/AbrahamZ
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Maznar/Bigguyinblack
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Zova/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Seoni/EmpTyger
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Aric/AbrahamZ
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Maznar/Bigguyinblack
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Zova/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Seoni/EmpTyger
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Festhall
    At This Location: 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.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, None

    Festhall Card 1:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Festhall Card 2:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 3:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Festhall Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festhall Card 5:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 6:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Festhall Card 7:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Festhall Card 8:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
    Festhall Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Festhall Card 10:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

    Location #2: Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None

    Location #3: Tengu Rookery
    At This Location: 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.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Tengu Rookery Card 1:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
    Tengu Rookery Card 2:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Tengu Rookery Card 3:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Tengu Rookery Card 4:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Tengu Rookery Card 5:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Tengu Rookery Card 6:
    Thieves' Tools
    SS
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
    Tengu Rookery Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 8:
    Port Peril Corsair
    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.
    Tengu Rookery Card 9:
    Goose in the Rigging
    SS
    Barrier 1
    Traits:
    Task
    Elite
    To Defeat:
    Intelligence
    Craft 7
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Tengu Rookery Card 10:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 11
    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 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Location #4: Warehouse
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Floating Shipyard
    At This Location: 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.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Floating Shipyard Card 1:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 2:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 3:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
    Floating Shipyard Card 4:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Floating Shipyard Card 5:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat 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.
    Floating Shipyard Card 6:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 7:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Floating Shipyard Card 9:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Floating Shipyard Card 10:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #6: Merchant Marina
    At This Location: 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.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Merchant Marina Card 2:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Merchant Marina Card 3:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 12
    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 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
    Merchant Marina Card 4:
    Spiked Log Trap
    SS
    Barrier 2
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Disable 8
    OR Wisdom
    Perception 10
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
    Merchant Marina Card 5:
    Pearl of Wisdom
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Wisdom 7
    Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
    Merchant Marina Card 6:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
    Merchant Marina Card 7:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Merchant Marina Card 8:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

    On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
    “I’m not taking you for your body. I’m taking you for your soul.”

    Merchant Marina Card 9:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.
    Merchant Marina Card 10:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.


  • Aric/Red Raven deck handler | Looking for: not sure

    It is the hour of the Gods.

    SoT: change to Red Raven.

    End of move step: examine Festhall 1
    Change to Aric
    Draw Mindblade from kit; Stow Masque in kit
    Free explore: Festhall 1

    Magic Weapon:

    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Wisdom 4: 1d8 + 1 ⇒ (8) + 1 = 9
    Reveal Sharper to banish Magic Weapon and draw a random Spell from the box: Cure

    Recharge (Aric power) Psychic Detective to examine Festhall 2
    Change to Red Raven
    Stow Cure in kit; Draw Masque from kit
    ... then (Psychic Detective) encounter Festhall 2

    Short Sword:

    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Autoacquire Melee 4

    Recharge Lookout to examine Festhall 3
    Change to Aric
    Stow Short Sword in Kit; Draw Captain's Cutlass 2 from kit
    Recharge (Aric power) Masque to encounter Festhall 3

    Falcata +1:

    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Recharge Quick-Change Mask to use Diplomacy
    Recharge Captain's Cutlass 2 to add 1d6 and the Swashbuckling trait
    Location power adds 1d4 due to swashbuckling trait
    Diplomacy 10: 1d10 + 4 + 1d6 + 1d4 ⇒ (7) + 4 + (5) + (4) = 20

    End turn, reset hand
    At the start of Maznar's turn: display Gambeson

    Aric wrote:

    Hand: Captain's Cutlass 1, Falcata +1, Spring Blade +1, Mindblade, Sharper,

    Displayed: Gambeson,
    Current Location: Festhall
    Kit: Short Sword, Cure, Lockpick Shield,
    Deck: 14 Discard: 0 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shy Ratani, Clockwork Spy, Kukri, Blessing of the Ancients 2, Blessing of the Ancients 1, Cockroach Coat, Mask of the Red Raven, Blessing of the Spy, Compass
    Recharged: Psychic Detective, Lookout, Masque, Quick-Change Mask, Captain's Cutlass 2,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Deck Handler

    Blessing of Cayden Cailean in effect.

    Maznar sails the party to Festhall.

    Festhall Card 4: Blessing of the Gods:

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

    Auto acquire. Display Mastiff to draw 2 cards. Blessing of the Spellbound (3) and Blessing of Sivanah. Discard Blessing of the Spellbound (3) to explore.

    Festhall Card 5: Captain:

    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Fortitude 4 revealing Dog: 1d8 + 1d4 + 1 ⇒ (2) + (1) + 1 = 4

    Recharging Seoni's Blessing of the Green Faith.

    charisma 6 revealing Dog and recharging Seoni's Blessing of the Green Faith: 2d6 + 1d4 ⇒ (4, 3) + (1) = 8

    Discard Blessing of the Gods to explore.

    Festhall Card 6: Constrictor Snake:

    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

    combat 11 casting Pyrotechnic Blast and revealing Dog: 1d10 + 3d4 + 5 ⇒ (6) + (4, 3, 2) + 5 = 20

    Maznar ends his turn. Mastiff is discarded.

    Maznar attempts to recover all cards in his Recovery pile.
    Pyrotechnic Blast: Divine 10: 1d10 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7 -> Pyrotechnic Blast discarded.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Djinni Quarterstaff, Cure, Bestiary of Garund, Dog, Captain, Blessing of the Spellbound (2), Blessing of Sivanah,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    "Current Location: Festhall
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Armor of the Sands, Blessing of the Spellbound (1), Sphere of Fire, Frilled Lizard, Frigid Blast, Crow, Blessing of Milani
    Recharged:
    Discard Pile: Blessing of the Spellbound (3), Blessing of the Gods, Mastiff, Pyrotechnic Blast,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Everyone moved to Festhall.
    Festhall cards 4 and 5 acquired.
    Festhall card 6 banished.

    Seoni's Blessing of the Green Faith recharged.


    Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

    Hshurha Time
    Zova decides to take part in the Feasthall as well.
    Give Card to Seoni, Blessing of the Gods

    Zova attempts to coax a Parrot to her side.
    Reveal Maznar's Dog
    Survival 7: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12
    It flaps to her shoulder.

    Discard Porcupine to Explore and Encounter Smuggler so recharge instead.
    BYA Display Random: Frilled Lizard
    A Smuggler has made the mistake of capturing Zova's Lizard.
    Reveal Hatchet and Maznar's Dog
    Combat 9: 1d8 + 3 + 1d6 + 1d4 ⇒ (5) + 3 + (6) + (3) = 17
    Zova's hatchet makes sure the fool is never able to trap animals again.
    Discard Frilled Lizard

    Zova wrote:

    Hand: Hatchet, Aspect of the Hawk, Erutaki Coat, Desna's Star, Cloud Puff, Wintervine, Parrot, Blessing of the Green Faith,

    Displayed:
    Deck: 5 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available. Cloud Puff Ignore BYA/AYA at location. Wintervine for die for local Survival/Perception .

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Fox (Core), Vulture, Dolphin, Aspect of the Mouse, Porcupine (Core),
    Discard Pile: Crow (Core), Frilled Lizard,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
    Proficiencies:
    Light Armor
    POWERS:
    When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
    On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
    You may discard a card to move after your exploration (☐ or to evade your encounter).


    Gave Seoni BotG
    Feasthall: Acquired 7. Banished 8.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 3: Achaekek o'clock
    Moving to Merchant Marina, taking everyone
    Exploring Merchant Marina 1: Heartbreak Hinsin

    Heartbreak Hinsin:
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Maznar reveals Animal
    DEX 4: 1d4 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7
    Maznar reveals Animal
    CHA 7: 1d12 + 2 + 1d4 + 2 ⇒ (10) + 2 + (1) + 2 = 15
    Heartbreak Hinsin is acquired. Drawing Blessing of the Spellbound

    Seoni probed at the merchant marina about whether any captives had come through here. A too-handsome sailor responded to her inquiries. "Why, does the lady have an interest in bodies?" The sorcerer rolled her eyes. "There are harder missions than dealing with you, Hinsin." The pirate covered his heart and mock-swooned, but promised to keep his eyes open.

    Discarding Merrill Pegsworthy to explore Merchant Marina 2: Sea Hag

    Sea Hag:
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Maznar reveals Animal
    Arcane 8: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9
    Discarding Menagerie Keeper to draw Clinging Venom.
    Banishing Clinging Venom to recovery. Maznar reveals Animal
    Combat 11: 1d12 + 4 + 1d8 + 1d4 + 2 ⇒ (10) + 4 + (8) + (1) + 2 = 25
    Sea Hag is banished

    Meanwhile, Merrill Pegsworthy's investigations were interrupted by a hag. The withered creature tried to cast hexes, but the sorcerer overcame her with a poison spell.

    Banishing Wand of Detect Magic to recovery to examine and encounter Merchant Marina 3: Dragon Pistol +1

    Dragon Pistol +1:
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 12
    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 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

    Seoni cannot make a DEX/Ranged/Craft 12 check. Dragon Pistol +1 is banished
    "If we can't find the duergar, perhaps we can find their treasure." But a casting of detect magic only found a legitimately owned dragon pistol.

    Ending turn. Recovery: Clinging Venom is discarded instead of recharged. Maznar reveals Animal
    Arcane 6: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (3) = 18
    Wand of Detect Magic is recharged. Resetting hand

    Seoni wrote:

    Hand: Heartbreak Hinsin, Blessing of Pharasma (discard to bless/double bless if spell is cast), Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Blessing of the Gods,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure.
    Ask before using: Blessing of Pharasma; 2 Blessings of the Spellbound; Blessing of the Gods
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Safe Harbor; Helm of Telepathy

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([X] or a spell), you may draw a card.

    Hero points: 2


    Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    It is the hour of Erastil.

    SoT: Change to Red Raven
    Draw Cure from Kit. Stow Falcata +1 in Kit.

    Give Card: Cure to Maznar

    Move Step: pilot ship back to Festhall taking everyone with me.
    Red Raven power: examine Festhall 9
    Stow Spring Blade in Kit. Draw Short Sword from Kit.
    Free explore: Festhall 9

    Duergar Slave-Taker:

    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Recharge Sharper and Mindblade
    Maznar reveals animal to add +1d4
    BYA Con 6+2=8: 1d6 + 2d4 + 1d4 ⇒ (5) + (3, 4) + (4) = 16

    Maznar reveals animal to add +1d4
    Discard Short Sword to add 1d10+5+2d6
    Combat 12+2=14: 1d10 + 5 + 2d6 + 1d4 ⇒ (7) + 5 + (6, 4) + (4) = 26 banished

    Close Festhall: summon henchman Buccaneer

    Buccaneer:

    henchman (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.

    Maznar reveals animal to add +1d4
    Reveal Captain's Cutlass to add 1d10+5+1d6+1
    Captain's Cutlass has the Swashbuckling trait, which adds +1d4 (location power) and increases the difficulty by 2 (buccaneer power)
    Combat 8+2+2=12: 1d10 + 5 + 1d6 + 1 + 1d4 + 1d4 ⇒ (8) + 5 + (2) + 1 + (4) + (3) = 23
    Festhall is closed

    Maznar reveals animal to add +1d4
    Recharge Captain's Cutlass to add +1d6 and Swashbuckling trait
    Location power: If your check has the Swashbuckling trait, add 1d4 to it.
    Festhall close power - Charisma 8: 1d4 + 1d4 + 1d6 + 1d4 ⇒ (2) + (1) + (5) + (2) = 10
    Festhall: 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. Two choices are Boatswain and Master Gunner. Choose Boatswain and add to hand.

    End turn, reset hand

    Red Raven wrote:

    [b]Hand: Kukri, Boatswain, Blessing of the Ancients 1, Blessing of the Ancients 2,

    Displayed: Gambeson,
    Current Location: Festhall (closed)
    Kit: Spring Blade +1, Falcata +1, Lockpick Shield,
    Deck: 14 Discard: 1 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cockroach Coat, Mask of the Red Raven, Blessing of the Spy, Shy Ratani, Clockwork Spy, Compass
    Recharged: Psychic Detective, Lookout, Masque, Quick-Change Mask, Captain's Cutlass 2, Sharper, Mindblade, Captain's Cutlass 1,
    Discard Pile: Short Sword,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.


    Deck Handler

    Cure received from RR. Blessing of the Gods in effect.

    Maznar sails the party to the Floating Shipyard.

    Floating Shipyard Card 1: Duergar Slave-Taker:

    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

    The difficulty to defeat is increased by the scenario’s adventure deck number.

    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Fortitude 6 +2 revealing an animal, revealing Bestiary of Garund, Reveal Captain + recharge Blessing of the Spellbound (2): 1d8 + 1d6 + 2d4 + 1 ⇒ (2) + (4) + (1, 2) + 1 = 10

    Red Raven recharges Blessing of the Ancients

    combat 12 revealing Djinni Quarterstaff, discarding Djinni Quarterstaff, Red Raven recharges Blessing of the Ancients, reveal an animal: 2d8 + 2d6 + 1d4 + 1 ⇒ (4, 8) + (5, 1) + (1) + 1 = 20

    Intelligence 8 to close discarding Blessing of Sivanah, Reveal Captain + recharge Cure, reveal an animal: 4d6 + 1d4 ⇒ (6, 1, 6, 4) + (3) = 20

    Cure RR targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

    Maznar ends his turn.

    Maznar attempts to recover all cards in his Recovery pile.
    Cure RR: Divine 8: 1d10 + 1d4 + 5 ⇒ (9) + (1) + 5 = 15 -> Cure RR recharged.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Bestiary of Garund, Dog, Captain, Blessing of the Spellbound (2), Armor of the Sands, Blessing of Milani, Pyrotechnic Blast,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    "Current Location: Floating Shipyard
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frilled Lizard, Blessing of the Spellbound (3), Sphere of Fire, Cure, Crow, Frigid Blast, Blessing of the Spellbound (1), Djinni Quarterstaff, Blessing of the Gods, Mastiff
    Recharged: Cure RR,
    Discard Pile: Blessing of Sivanah,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    [ ]Weapons
    POWERS:
    Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Floating Shipyard closed.

    Recharged one of Red Raven's Blessing of the Ancients.

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