[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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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: 9, Zova/NathanDavis

    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:
    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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.

    Weapons
    Spoiler:
    Shortbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Basic To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    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:
    Musket +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Dagger Pistol +1
    SS
    Weapon 2
    Traits:
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    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.

    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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.

    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:
    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.

    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:
    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:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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 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 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 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 21

    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 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 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 4 Blessings Deck Card 4 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 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 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 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 8 Blessings Deck Card 8 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 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 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 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 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 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 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 16 Blessings Deck Card 16 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 17 Blessings Deck Card 17 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 18 Blessings Deck Card 18 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 19 Blessings Deck Card 19 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 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 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
    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: 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: 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
    Closed
    At This Location: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, 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: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Merchant Marina Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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.


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

    Hour of Achaekek

    Zova takes the helm and brings the crew to the Tengu Rookery

    Free Explore
    Looks like the Tengu are playing with firearms, specifically a Dragon Pistol.
    Reveal Maznar's Dog
    Dexterity 9: 1d8 + 1d4 ⇒ (5) + (3) = 8
    Zova knows you can trust a hatchet more.

    Discard Blessing of Green Faith to explore
    Seems the Tengu are into drinking and shooting as evidenced by the Tot Flask.
    Reveal Maznar's Dog
    Intelligence 6: 1d6 + 1d4 ⇒ (5) + (3) = 8
    Zova sniffs it and picks it up.

    Discard Parrot to Explore
    All of these knick-knacks are hiding an ominous Curse of the Deep.
    Reveal Maznar's Dog and Erutaki Coat
    Fortitude 7: 1d8 + 1 + 1d4 + 1 ⇒ (5) + 1 + (3) + 1 = 10
    Zova resists the curse.

    End of Turn, recharge Desna's Star to recharge Frilled Lizard
    End of Turn: Examine Spiked Log Trap on top of Merchant Marina

    Zova wrote:

    Hand: Hatchet, Aspect of the Hawk, Erutaki Coat, Tot Flask, Cloud Puff, Wintervine, Fox (Core), Vulture,

    Displayed:
    Deck: 5 Discard: 3 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available. Cloud Puff Ignore BYA/AYA at location. Wintervine for die for local Survival/Perception . Fox for 1d4 local Wis/Int

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Dolphin, Aspect of the Mouse, Porcupine (Core), Desna's Star, Frilled Lizard,
    Discard Pile: Crow (Core), Blessing of the Green Faith, Parrot,
    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).


    Tengu Rookery: Banished 1,3. Acquired 2


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 1: Gods o'clock
    Thresher: Discarding Blessing 2: of Sivanah from the hourglass and recharging Heartbreak Hinsin, Blessing of Pharasma, Blessing of the Spellbound, Safe Harbor, Helm of Telepathy to draw Pyrotechnic Blast, Binder's Tome, Surgeon, Sphere of Fire, Blessing of Nethys
    Giving Blessing of the Gods back to Zova

    Seoni thanks Zova for her reconnaissance. "Let's take a moment to avoid that trap."

    Exploring Tengu Rookery 4: Tiger Shark

    Tiger Shark:
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Displaying Sphere of Fire, revealing Binder's Tome. Maznar reveals Animal
    Combat 11: 1d12 + 4 + 1d6 + 1d4 + 1d4 ⇒ (3) + 4 + (1) + (3) + (1) = 12
    Tiger Shark is banished

    A fireball cleared out the shark-infested waters, leaving the way clear to where the slavers had imprisoned some tengu.

    Discarding Blessing of the Spellbound to explore Tengu Rookery 5: Rotgut

    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.

    Maznar reveals Animal
    WIS 8: 1d6 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
    Rotgut is acquired. Drawing Fire Snake

    A rather talkative parrot stood out amid the noises in the rookery. Seoni beckoned to the bird, which hopped closer.

    Discarding Rotgut to explore Tengu Rookery 6: Thieves' Tools

    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.

    Maznar reveals Animal
    DEX 4: 1d4 + 1d4 ⇒ (2) + (3) = 5
    Thieves' Tools are acquired

    "Lock turns the key! Key turns the lock! SQUAWK!" Seoni puzzled over the bird's chirps, until she uncovered a set of hidden skeleton keys.

    Discarding Blessing of Nethys to examine Tengu Rookery 7: Duergar Slave-Taker, Tengu Rookery 8: Port Peril Corsair

    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.


    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.

    Exploring Tengu Rookery 7: Duergar Slave-Taker
    Recharging Surgeon. Maznar reveals Animal
    CON 6+2=8: 1d6 + 1d4 + 1d4 ⇒ (6) + (1) + (4) = 11
    Using and banishing Sphere of Fire to recovery, revealing Binder's Tome. Maznar reveals Animal
    Combat 12+2=14: 1d12 + 4 + 2d6 + 1d4 + 1d4 ⇒ (10) + 4 + (3, 1) + (2) + (3) = 23
    Duergar Slave-Taker is banished
    Closing Tengu Rookery: Banishing Thieves' Tools
    Tengu Rookery is closed. Examining Locate Object

    Finally Seoni found the duergar, who was attempting to sell the tengu slaves to a corsair. The slaver snarled and tried to use a paralytic on Seoni, but her surgeon was on hand to counteract the drug, and the sorcerer responded with a ferocious fireball, incinerating the dwarf completely. The smarter corsair had already fled.
    Using the skeleton keys, Seoni unlocked the cages, freeing all the tengu.

    Ending turn. Recovery: Recharging Sphere of Fire. Resetting hand

    Seoni wrote:

    Hand: Pyrotechnic Blast, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Locate Object, Fire Snake, Marionette, Cleric of Nethys, Bound Elemental,

    Displayed:
    Deck: 9 Discard: 8 Buried: 0
    Notes: Move Seoni with Maznar. Okay to cure. Seoni can cast Locate Object when she is moved to Merchant Marina to shuffle past the barrier on top there.
    Ask before using:
    Can use without asking: Binder's Tome

    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


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

    On Maznar's turn: recharge BotAncients 1

    It is the hour of the Gods Due to Seoni using Thresher's power to discard BoSivanah from the Hourglass

    SoT: Change to Aric
    Draw Lockpick Shield from Kit. Stow Kukri in Kit.

    Move Step: Pilot the Thresher to Merchant Marina. Bring everyone with me (no other locations remain to be guarded).

    Free explore: Marina 1

    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.

    Recharge Lockpick Shield to roll Disable of 2d10+2
    Location power adds +2
    Maznar power: +1d4 to all local checks
    Disable 8: 2d10 + 4 + 1d4 ⇒ (2, 5) + 4 + (4) = 15 Trap is banished

    Recharge (due to the hour) Blessing of the Ancients to examine Marina 2
    Stow Boatswain in Kit. Draw Kukri from Kit.

    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.

    Aric spies a lovely pearl up ahead and thinks that his friend Maznar would probably know what to do with it. Not exploring in order to leave the Pearl for Maznar

    Remain in Aric form. End turn. Reset hand

    Aric wrote:

    Hand: Kukri, Compass, Cockroach Coat, Mask of the Red Raven, Shy Ratani, Clockwork Spy,

    Displayed: Gambeson,
    Current Location: Marina
    Kit: Spring Blade +1, Falcata +1, Boatswain,
    Deck: 12 Discard: 1 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy
    Recharged: Psychic Detective, Lookout, Masque, Quick-Change Mask, Captain's Cutlass 2, Sharper, Mindblade, Captain's Cutlass 1, Blessing of the Ancients 1, Lockpick Shield, Blessing of the Ancients 2,
    Discard Pile: Short Sword,
    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.)

    Marina 1 is banished. Marina 2 is examined.
    Note that, until BR update, the hourglass is one card further along due to Seoni using the Thresher power.


    Deck Handler

    Blessing of Gozreh in effect.

    Maznar checks out the mentioned pearl.

    Merchant Marina Card 2: 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.

    wisdom 7 revealing an animal, aided by location effect: 1d10 + 1d4 + 4 ⇒ (2) + (4) + 4 = 10

    Discard Blessing of the Spellbound (2) to explore.

    Merchant Marina Card 3: 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.

    wisdom 5 revealing an animal, aided by location effect: 1d10 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8

    Discard Captain to explore.

    Merchant Marina Card 4: 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.

    Intelligence 6 revealing an animal, aided by location: 1d6 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5

    End turn. Discard Conch Shell, Bestiary of Garund, and Armor of the Sands. Refresh hand.

    Maznar wrote:

    Hand: Pyrotechnic Blast, Pearl of Wisdom, Dog, Blessing of Milani, Blessing of the Spellbound (3), Cure, Sphere of Fire,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    "Current Location: Merchant Marina
    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): Mastiff, Blessing of the Gods, Frigid Blast, Frilled Lizard, Blessing of the Spellbound (1), Djinni Quarterstaff, Crow
    Recharged: Cure RR,
    Discard Pile: Blessing of Sivanah, Blessing of the Spellbound (2), Captain, Conch Shell, Bestiary of Garund, Armor of the Sands,
    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.

    Merchant Marina cards 2 and 3 acquired.
    Merchant Marina card 4 banished.


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

    Gozreh's Time

    Free Explore
    Zova spies the Duergar Lashmaster. It is time his enslavements come to an end.
    Reveal Maznar's Dog. Recharge Vulture for Character power. Recharge Fox for Ally bonus
    Fortitude 10+2: 1d8 + 1 + 1d4 + 1d8 + 3 + 1d4 ⇒ (6) + 1 + (3) + (4) + 3 + (3) = 20
    Reveal Hatchet. Recharge Aspect of the Hawk for Character Power. Reveal Maznar's Dog. Discard Blessing of the Gods. Bury Wintervine. Reveal Seoni's Binder's Tome
    Combat 12+2: 1d8 + 3 + 1d6 + 1d8 + 3 + 1d4 + 1d8 + 1d8 + 1d4 ⇒ (6) + 3 + (4) + (2) + 3 + (1) + (2) + (3) + (2) = 26
    The Duerger now only exists as chow for Maznar's dog.

    We Win!


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

    Bravo!

    (At my RPG table of this, we are still in the first fight...)


    COMPLETED SCENARIO 10–00B: SLAVERS IN THE NIGHT

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Aric -> Tier 2, 4XP
    Maznar -> Tier 2, 2XP
    Seoni -> Tier 3, 2XP
    Zova -> Tier 1, 2XP

    SCENARIO REWARD:

  • Report one Secured the Waterways success to the Overseer GM or HQ Staff.
  • For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

  • 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 10-00B Boon Roll: 1d20 ⇒ 9 -> No effect.

    DEVELOPMENT:

    The duergar slavemaster is defiant, even in chains.

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

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

    ACQUIRED CARDS:

    Dolphin (Ally B)
    Heartbreak Hinsin (Ally B)
    Captain (Ally B)
    Boatswain (Ally B)
    Parrot (Ally B)
    Rotgut (Ally 2)
    Merrill Pegsworthy (Ally 2)

    Blessing of the Gods (Blessing B)

    Conch Shell (Item B)
    Thieves' Tools (Item B)
    Tot Flask (Item B)
    Pearl of Wisdom (Item B)

    Cure (Spell B)

    Short Sword (Weapon B)
    Dagger (Weapon B)
    Falcata +1 (Weapon 1)


  • SCENARIO 10–00C: STORM SURGE

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

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

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

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

    LOCATIONS:
    2 BEACH
    2 SEA CAVES
    2 WINDWARD ISLE
    3 TIDEWATER ROCK
    4 COASTLINE

    THREAT LIST:

  • Henchmen: HURRICANE WINDS

    DURING THIS SCENARIO:

  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • When playing this adventure in Tier 2, the difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.
  • When playing this adventure in Tier 5, the difficulty of checks against
    Hurricane Winds is increased by 2.

  • To win the scenario, close all locations.

    STARTING PLUNDER:
    1d6 ⇒ 6 -> Your choice!


  • Unless there's a change of plans, Weapon has been selected for Plunder.

    This scenario has the ludicrously beneficial Windward Isle location (if you exploit ship-movement rules), so this might be even faster than the last scenario...

    Anyway, starting locations and hands when 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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B 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)

    ----------------------------------------------------------------------
  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • The difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.

  • To win the scenario, close all locations.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 0, Zova/NathanDavis

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

    Weapons
    Spoiler:
    Boarding Pike
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Basic To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    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.

    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    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 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    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:
    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.

    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:
    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:
    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:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    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:
    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.

    Armors
    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:
    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:
    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 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.

    Items
    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.

    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:
    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:
    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:
    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.

    Allies
    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.

    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:
    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:
    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:
    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.

    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 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 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 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 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:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Seoni/EmpTyger
    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 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 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 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 5 Blessings Deck Card 5 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 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 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 9 Blessings Deck Card 9 Seoni/EmpTyger
    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 10 Blessings Deck Card 10 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 11 Blessings Deck Card 11 Maznar/Bigguyinblack
    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 Zova/NathanDavis
    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 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 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 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 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 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 18 Blessings Deck Card 18 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.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Maznar/Bigguyinblack
    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 20 Blessings Deck Card 20 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 21 Blessings Deck Card 21 Seoni/EmpTyger
    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 Aric/AbrahamZ
    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 23 Blessings Deck Card 23 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 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 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 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 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 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 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 30 Blessings Deck Card 30 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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None

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

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Tidewater Rock
    At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
    When Closing: Succeed at a Charisma or Diplomacy 9 check.
    When Permanently Closed: On closing, recharge a card.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Starting at Maznar's Location

    Zova wrote:

    Hand: Aspect of the Mouse, Desna's Star, Wintervine, Fox (Core), Crow (Core), Fire Gecko, Porcupine (Core),

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available. Wintervine for die for local Survival/Perception . Fox for 1d4 local Wis/Int. Crow for 1d6 local acquire. Porcupine for 1d8 local monster or animal.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aspect of the Hawk, Hatchet, Blessing of the Gods, Vulture, Blessing of the Green Faith (2), Cloud Puff, Erutaki Coat, Blessing of the Green Faith
    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).


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Gaining Role: Element Master
    Hero point: Gaining Fire mastery
    Forfeiting upgrade
    Starting at Maznar's location

    Seoni gave a tight smile as the storm surged around her. "I haven't been especially shy about it, have I." Well, so be it. It had been a secret buried in Absalom, unearthed at Aucturn's Tear: the source of her magic, the Elder Elemental Lord of Fire, whose magic burned in her blood. But it was time for the sorcerer to reveal the just how fiery her blood burned.

    The Thresher was rocked by buffeting winds, but Seoni didn't flinch. "Sorcery leads me often to choices, between the Darkness and the Fire. But that is a choice I have already made." The howling wind grew louder, but Seoni's voice remained clear through it. "Our course remains steady. All shall be safe from the storm. We shall make certain of that." As if to silence her, the winds screeched in fury. But they could not drown out Seoni's voice.

    "Because no wind can extinguish my flame."

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Clinging Venom, Wand of Detect Magic, Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Fire Snake, Marionette, Sphere of Fire,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Move Seoni with Maznar. Okay to cure.
    Ask before using: Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Binder's Tome

    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

    Starting location Tidewater Rock.

    Maznar wrote:

    Hand: Pyrotechnic Blast, Mastiff, Armor of the Sands, Bestiary of Garund, Sphere of Fire, Imp, Fireblade,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Merchant Marina
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    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 Milani, Cure, Blessing of the Spellbound (3), Blessing of the Spellbound (1), Frigid Blast, Blessing of Sivanah, Blessing of the Spellbound (2), Frilled Lizard, Crow, Djinni Quarterstaff
    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.


    That's 3 of 4 locations and hand started, just waiting on Aric.

    In the meantime, I've placed him at Maznar's location so I can post the scenario start, so you're not waiting on me later.

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

    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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B 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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward)

    ----------------------------------------------------------------------
  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • The difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.

  • To win the scenario, close all locations.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 1, Seoni/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    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:
    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:
    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_

    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:
    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:
    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:
    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:
    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.

    Weapons
    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:
    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.

    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; 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:
    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:
    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.

    Spells
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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:
    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.

    Armors
    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:
    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:
    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:
    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.

    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.

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

    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:
    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:
    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.

    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:
    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.

    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:
    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.

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

    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 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 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 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.

    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: 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 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 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 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 5 Blessings Deck Card 5 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 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 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 8 Blessings Deck Card 8 Seoni/EmpTyger
    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 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 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 11 Blessings Deck Card 11 Zova/NathanDavis
    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 12 Blessings Deck Card 12 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 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 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 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 16 Blessings Deck Card 16 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 17 Blessings Deck Card 17 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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Maznar/Bigguyinblack
    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 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 20 Blessings Deck Card 20 Seoni/EmpTyger
    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 Aric/AbrahamZ
    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 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 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 24 Blessings Deck Card 24 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 25 Blessings Deck Card 25 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 26 Blessings Deck Card 26 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 27 Blessings Deck Card 27 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 28 Blessings Deck Card 28 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 29 Blessings Deck Card 29 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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Beach Card 1:
    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.
    Beach Card 2:
    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.
    Beach Card 3:
    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.
    Beach Card 4:
    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.
    Beach Card 5:
    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.
    Beach Card 6:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Beach Card 7:
    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.
    Beach 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.
    Beach Card 9:
    Amulet of Fortitude
    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.
    Beach Card 10:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Windward Isle Card 1:
    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.
    Windward Isle Card 2:
    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.
    Windward Isle 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.
    Windward Isle Card 4:
    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.
    Windward Isle Card 5:
    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.
    Windward Isle Card 6:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Windward Isle Card 7:
    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.
    Windward Isle Card 8:
    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.
    Windward Isle Card 9:
    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.
    Windward Isle Card 10:
    Eye of Dagon
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

    Location #4: Tidewater Rock
    At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
    When Closing: Succeed at a Charisma or Diplomacy 9 check.
    When Permanently Closed: On closing, recharge a card.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Tidewater Rock Card 1:
    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.
    Tidewater Rock Card 2:
    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.
    Tidewater Rock 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.
    Tidewater Rock Card 4:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tidewater Rock Card 5:
    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.
    Tidewater Rock Card 6:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Tidewater Rock Card 7:
    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.
    Tidewater Rock Card 8:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Tidewater Rock Card 9:
    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.
    Tidewater Rock Card 10:
    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.

    Location #5: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Coastline Card 1:
    Potion of Glibness
    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 Diplomacy check.
    Coastline Card 2:
    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.
    Coastline Card 3:
    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.
    Coastline Card 4:
    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.
    Coastline Card 5:
    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.
    Coastline 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_
    Coastline Card 7:
    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.
    Coastline Card 8:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Coastline Card 9:
    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.
    Coastline Card 10:
    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.


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Cayden Cailean o'clock
    Exploring Tidewater Rock 1: Sea Drake

    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.

    Maznar reveals Animal
    DEX 6: 1d4 + 1d4 ⇒ (2) + (2) = 4
    Electricity damage: 1d4 ⇒ 1
    Discarding Clinging Venom for 1 Electricity damage
    Everyone must make a DEX/Acrobatics 6 check and take 1 Electricity damage, or else take 1d4 Electricity damage
    Displaying and banishing Sphere of Fire to recovery, revealing Binder's Tome. Maznar reveals Animal
    Combat 14: 1d12 + 4 + 2d6 + 1d4 + 1d4 ⇒ (7) + 4 + (6, 3) + (3) + (2) = 25
    Thresher prevents 1 Structural damage. Sea Drake is banished

    A sea drake emerged, spewing storm bolts. The sturdy Thresher withstood the blast, but the party had to take cover. Seoni took a glancing hit, but the drake suffered the full force of one of her empowered fireballs.

    Discarding Blessing of the Spellbound to explore Tidewater Rock 2: Old Salt's Bandana

    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.

    Maznar reveals Animal
    WIS 4: 1d6 + 1 + 1d4 ⇒ (1) + 1 + (2) = 4
    Old Salt's Bandana is acquired

    The sorcerer spied a piece of cloth on the waves, and fished it out. "Someone made it through the storm onto this rock."

    Banishing Wand of Detect Magic to examine Tidewater Rock 3: Besmaran Priest

    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.

    A detect magic spell revealed some divine magic nearby.

    Ending turn. Recovery: Discarding Sphere of Fire instead of recharging.
    Revealing Binder's Tome. Maznar reveals Animal
    Arcane 6: 1d12 + 4 + 1d4 + 1d4 ⇒ (11) + 4 + (4) + (1) = 20
    Wand of Detect Magic is recharged. Resetting hand

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Old Salt's Bandana, Bound Elemental, Surgeon (recharge to heal 1 local), Fire Snake, Marionette, Helm of Telepathy (recharge to examine top of another character's deck; may shuffle),

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure.
    Ask before using:
    Can use without asking: Binder's Tome; Surgeon; 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


    Deck Handler

    dexterity 6 revealing Bestiary of Garund and an animal: 3d4 ⇒ (1, 3, 1) = 5
    electricity damage: 1d4 ⇒ 4

    divine 12 to recharge Armor of the Sands revealing an animal: 1d10 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10 Bury Armor of the Sands to prevent damage.


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

    Display Aspect of the Mouse. Reveal Maznar's Mastiff
    Dexterity 6: 1d8 + 1d6 + 1d4 ⇒ (4) + (1) + (2) = 7
    Recharge Vulture and give Desna's Star to a random character for 1 Electricity Damage
    Random Character: 1d3 ⇒ 2
    Desna's Star goes to Aric

    Zova wrote:

    Hand: Wintervine, Fox (Core), Crow (Core), Fire Gecko, Porcupine (Core),

    Displayed: Aspect of the Mouse,
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Wintervine for die for local Survival/Perception . Fox for 1d4 local Wis/Int. Crow for 1d6 local acquire. Porcupine for 1d8 local monster or animal.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloud Puff, Blessing of the Green Faith, Blessing of the Gods, Hatchet, Vulture, Blessing of the Green Faith (2), Erutaki Coat, Aspect of the Hawk
    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).


    Aric's been given Desna's Star, and must make his BA check against the Sea Drake.

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

    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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B 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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward)

    ----------------------------------------------------------------------
  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • The difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.

  • To win the scenario, close all locations.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 2, Aric/AbrahamZ

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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.

    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:
    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:
    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.

    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; 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:
    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:
    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:
    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.

    Spells
    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:
    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:
    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.

    Spoiler:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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.

    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:
    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:
    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:
    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.

    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:
    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.

    Blessings
    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 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 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:
    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 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: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 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 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 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 Seoni/EmpTyger
    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 8 Blessings Deck Card 8 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 9 Blessings Deck Card 9 Maznar/Bigguyinblack
    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 10 Blessings Deck Card 10 Zova/NathanDavis
    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 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 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 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 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 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 16 Blessings Deck Card 16 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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Maznar/Bigguyinblack
    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 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 19 Blessings Deck Card 19 Seoni/EmpTyger
    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 20 Blessings Deck Card 20 Aric/AbrahamZ
    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 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 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 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 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 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 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 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 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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Beach Card 1:
    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.
    Beach Card 2:
    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.
    Beach Card 3:
    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.
    Beach Card 4:
    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.
    Beach Card 5:
    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.
    Beach Card 6:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Beach Card 7:
    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.
    Beach 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.
    Beach Card 9:
    Amulet of Fortitude
    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.
    Beach Card 10:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Windward Isle Card 1:
    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.
    Windward Isle Card 2:
    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.
    Windward Isle 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.
    Windward Isle Card 4:
    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.
    Windward Isle Card 5:
    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.
    Windward Isle Card 6:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Windward Isle Card 7:
    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.
    Windward Isle Card 8:
    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.
    Windward Isle Card 9:
    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.
    Windward Isle Card 10:
    Eye of Dagon
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

    Location #4: Tidewater Rock
    At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
    When Closing: Succeed at a Charisma or Diplomacy 9 check.
    When Permanently Closed: On closing, recharge a card.
    M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Tidewater Rock Card 1:
    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.
    Tidewater Rock Card 2:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tidewater Rock Card 3:
    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.
    Tidewater Rock Card 4:
    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.
    Tidewater Rock 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.
    Tidewater Rock Card 6:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Tidewater Rock Card 7:
    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.
    Tidewater Rock Card 8:
    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.

    Location #5: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Coastline Card 1:
    Potion of Glibness
    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 Diplomacy check.
    Coastline Card 2:
    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.
    Coastline Card 3:
    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.
    Coastline Card 4:
    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.
    Coastline Card 5:
    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.
    Coastline 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_
    Coastline Card 7:
    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.
    Coastline Card 8:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Coastline Card 9:
    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.
    Coastline Card 10:
    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.


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

    Starting at Tidewater Rock with everyone else.

    Aric wrote:

    Hand: Captain's Cutlass 1, Gambeson, Mask of the Red Raven, Mindblade, Psychic Detective, Blessing of the Ancients 1,

    Displayed:
    Current Location: Tidewater Rock
    Kit: Captain's Cutlass 2, Kukri, Sharper,
    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): Blessing of the Ancients 2, Quick-Change Mask, Blessing of the Spy, Masque, Cockroach Coat, Lockpick Shield, Clockwork Spy, Spring Blade +1, Compass, Shy Ratani, Lookout
    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.)


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

    On Seoni's turn...

    Aric is not nearly as quick as his friend the Red Raven...
    Maznar reveals animal to add +1d4
    Dex 6: 2d4 ⇒ (1, 4) = 5
    Electricity dmg: 1d4 ⇒ 4

    Aric displays and then buries Gambeson to reduce the dmg to 0

    Desna's Star received from Zova.

    It is the hour of the Gods.

    SoT: Remain as Aric
    Draw Sharper from Kit. Stow Desna's Star in Kit.

    Free explore: Tidewater 1

    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.

    Diplomacy 6: 1d10 + 5 ⇒ (2) + 5 = 7
    Reveal Sharper to banish Besmaran Priest and draw random ally from the box
    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.

    Recharge (due to Aric power) Psychic Detective to examine, then encounter, Tidewater 2

    Hurricane Winds:

    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Maznar reveals animal to add +1d4
    Recharge Sailor, Mindblade, and Sharper to add +3d4
    Knowledge 13-2=11: 1d8 + 2 + 1d4 + 3d4 ⇒ (2) + 2 + (4) + (3, 4, 2) = 17

    Maznar reveals animal to add +1d4
    Seoni reveals binder's tome to add +1d4
    Close Tidewater? Diplomacy 9: 1d10 + 5 + 2d4 ⇒ (6) + 5 + (3, 1) = 15

    Tidewater Rock is closed

    Tidewater close power: recharge a card: Blessing of the Ancients 1

    Move to ? I think we don't auto-move when the locations are closed in this scenario?

    End turn, reset hand

    Aric wrote:

    Hand: Captain's Cutlass 1, Lockpick Shield, Mask of the Red Raven, Cockroach Coat, Quick-Change Mask, Lookout,

    Displayed:
    Current Location: Tidewater Rock
    Kit: Captain's Cutlass 2, Kukri, Desna's Star,
    Deck: 12 Discard: 0 Buried: 1
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Spy, Shy Ratani, Compass, Masque, Spring Blade +1, Blessing of the Ancients 2, Blessing of the Spy
    Recharged: Psychic Detective, Sharper, Sailor, Mindblade, Blessing of the Ancients 1,
    Discard Pile:
    Buried Pile: Gambeson,

    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 the Gods in effect.

    Maznar hands Imp to Aric.

    Maznar sets sail to Windward Isle taking everyone with him.

    Everyone may draw a card. Maznar draws Cure.

    Windward Isle Card 1: Falcata +1:

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

    strength 10 revealing an animal: 1d8 + 1d4 ⇒ (8) + (4) = 12

    End turn. Discard Falcata +1. Refresh hand.

    Maznar wrote:

    Hand: Pyrotechnic Blast, Mastiff, Cure, Bestiary of Garund, Sphere of Fire, Blessing of the Spellbound (3), Fireblade,

    Displayed:
    Deck: 8 Discard: 1 Buried: 1
    "Current Location: Windward Isle
    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): Frigid Blast, Blessing of Sivanah, Blessing of the Spellbound (1), Djinni Quarterstaff, Frilled Lizard, Blessing of Milani, Crow, Blessing of the Spellbound (2)
    Recharged:
    Discard Pile: Falcata +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.

    Card 1 of Windward Isle acquired.

    Imp handed to Aric/RR

    Everyone may draw a card.


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

    Off Turn: Draw Blessing of the Green Faith (2)
    Day of the Gods

    Give Card to Seoni: Blessing of the Green Faith

    Zova brings the ship to the Coastline where someone has left a Potion of Glibness laying around.
    Reveal Maznar's Mastiff
    Intelligence 4: 1d6 + 1d4 ⇒ (1) + (1) = 2
    It's mostly empty.

    Discard Crow to Explore
    The Crow discovers a Magic Chain Shirt
    Reveal Maznar's Mastiff
    Fortitude 5: 1d8 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (1) + (2) = 5
    Just good enough.

    Discard Fox to explore
    It finds a Dagger in the sand.
    Reveal Maznar's Mastiff. Displayed Aspect of the Mouse
    Dexterity 3: 1d8 + 1d6 + 1d4 ⇒ (6) + (1) + (3) = 10
    Might have some use for a weapon.

    Discard Porcupine to explore
    The porcupine ferrets out a lost Captain
    Reveal Maznar's Mastiff
    Fortitude 5: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
    Reveal Maznar's Mastiff
    Charisma 6: 1d6 + 1d4 ⇒ (5) + (1) = 6
    It looks like the Captain is game for adventure.

    Free Explore for Pirate Acquire
    Apparently the Captain has an enemy, Port Peril Corsair.
    BYA Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Recharge Magic Chain Shirt to take damage
    Reveal and Recharge Dagger. Reveal Fire Gecko. Recharge Fire Gecko for Character Power. Reveal Maznar's Mastiff
    Combat 13+4: 1d8 + 2d4 + 1d4 + 1d8 + 4 + 1d4 ⇒ (5) + (1, 1) + (3) + (3) + 4 + (4) = 21
    The corsair falls to fire and stabbing.

    Recovery: Recharge Aspect of the Mouse

    Zova wrote:

    Hand: Hatchet, Aspect of the Hawk, Erutaki Coat, Cloud Puff, Wintervine, Captain, Blessing of the Green Faith, Blessing of the Gods,

    Displayed:
    Deck: 5 Discard: 3 Buried: 0
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Blessings Available. Wintervine for die for local Survival/Perception . Cloud Puff Ignore Local BYA/AYA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Vulture, Magic Chain Shirt, Fire Gecko, Dagger, Aspect of the Mouse,
    Discard Pile: Crow (Core), Fox (Core), Porcupine (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 Seoni Blessing of Green Faith
    All moved to Coastline
    Coastline. Banished 1 and 5. Acquired 2-4


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Maznar's turn)
    Windward Isle: Drawing Blessing of Nethys

    The winds only stoked Seoni's spark.

    (Seoni's turn)
    Exploring Coastline 6: Constrictor Snake

    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_

    Discarding Helm of Telepathy to draw Sphere of Fire.
    Banishing Marionette to recovery, revealing Binder's Tome. Maznar reveals Animal
    Combat 11: 1d12 + 4 + 1d6 + 1d4 + 1d4 ⇒ (10) + 4 + (3) + (2) + (4) = 23
    Constrictor Snake is banished

    A snake was slithering along the coast. Seoni shunted the potential distraction away.

    Discarding Blessing of Nethys to examine Coastline 7: Fireblade, Coastline 8: Hurricane Winds

    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.

    Hurricane Winds:
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Exploring Coastline 8: Hurricane Winds
    Banishing Fire Snake to recovery, recharging Surgeon, revealing Binder's Tome. Maznar reveals Animal
    Arcane 13-2=11: 1d12 + 4 + 1d4 + 1d4 + 1d4 ⇒ (5) + 4 + (2) + (4) + (2) = 17
    Hurricane Winds is banished.
    Closing Coastline: Banishing Old Salt's Bandana
    Coastline is closed. Everyone may recharge a Pirate or Swashbuckling card from their discards.

    Seoni had a vision of a flaming blade cutting through the hurricane, and smiled at the obvious symbolism. With a explosion of energy, she released a blast of hot air, and the heavy heat dulled the winds immediately. Those dwelling on the coastline were grateful for the calm- especially one old sailor, who finally had his headwear returned to him.

    Ending turn. Recovery: Recharging Marionette. Discarding Fire Snake instead of recharging. Resetting hand

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Blessing of the Green Faith (recharge to bless), Bound Elemental, Cleric of Nethys, Menagerie Keeper, Locate Object, Sphere of Fire,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure.
    Ask before using:
    Can use without asking: Binder's Tome; Blessing of the Green Faith

    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


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

    Off-turn: Maznar gave Imp to Aric. Move to Windward Isle allows Aric to draw a card: Masque.

    It is the hour of Erastil.

    SoT: Change to Red Raven
    Draw Desna's Star from Kit. Stow Lockpick Shield in Kit.

    Give Card: Desna's Star to Zova

    Move Step: pilot the ship to the Beach
    Red Raven power: examine Beach 1
    Change to Aric

    Free explore: Beach 1

    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.

    Reveal Lookout to add 1d6
    Maznar reveals animal to add +1d4
    Perception 6+2=8: 1d8 + 3 + 1d6 + 1d4 ⇒ (4) + 3 + (2) + (2) = 11

    Illusory Wall power: examine Beach 2, leave on top.
    Recharge (because Aric) Masque to encounter Beach 2

    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.

    Maznar reveals animal to add +1d4
    Con 3: 1d6 + 1d4 ⇒ (4) + (3) = 7

    Recharge Lookout to examine Beach 3
    Change to Red Raven
    Stow Imp in Kit. Draw Captain's Cutlass 2 from Kit.

    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
    Discard Captain's Cutlass 2 to add 1d10+6+1d6+1+1d8
    Combat 13: 1d10 + 6 + 1d6 + 1 + 1d8 + 1d4 ⇒ (10) + 6 + (5) + 1 + (5) + (4) = 31
    AYA: discard Buckler for 1 poison dmg

    Display Cockroach Coat

    End turn
    Red Raven power: examine Beach 4: Musket
    Change to Aric

    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.

    Reset hand

    Aric wrote:

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

    Displayed: Cockroach Coat,
    Current Location: Beach
    Kit: Imp, Kukri, Lockpick Shield,
    Deck: 10 Discard: 2 Buried: 1
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Spring Blade +1, Blessing of the Spy
    Recharged: Psychic Detective, Sharper, Sailor, Mindblade, Blessing of the Ancients 1, Masque, Lookout,
    Discard Pile: Captain's Cutlass 2, Buckler,
    Buried Pile: Gambeson,

    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.)

    * Gave Desna's Star to Zova.
    * Beach 1-3 are gone
    * Beach 4 is Musket


    Deck Handler

    Blessing of the Gods in effect.

    Give Blessing of the Spellbound (3) to Aric.

    Maznar sails back to Windward Isle.

    ]Everyone may draw a card. Maznar draws Blessing of Milani.

    Windward Isle Card 2: 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.

    Pausing turn.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Maznar’s turn)
    Windward Isle: Drawing Blessing of the Spellbound
    Treasure Hunt: Recharging Menagerie Keeper. Maznar reveals Animal
    Knowledge 7+2=9: 1d8 + 2 + 1d4 + 1d4 ⇒ (7) + 2 + (4) + (3) = 16
    Drawing Random Item 1: Jolly Roger

    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.

    The warm winds made Seoni’s blood run quicker. “Looking for pirate treasure?” The sorcerer consulted with the menagerie keeper, who had sighted the Jolly Roger in a cove off the windward isle.

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Blessing of the Green Faith (recharge to bless), Bound Elemental, Cleric of Nethys, Jolly Roger (display for +1d6 to defeat ships), Locate Object, Sphere of Fire, Blessing of the Spellbound 1 (discard to bless, recharge if Arcane/Divine),

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Notes: Move Seoni with Maznar. Do not cure.
    Ask before using: Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing of the Green Faith; Binder's Tome; Jolly Roger

    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

    Maznar auto fails but the barrier is defeated. Zova and Aric may still try,

    Maznar wrote:

    Hand: Pyrotechnic Blast, Mastiff, Cure, Bestiary of Garund, Sphere of Fire, Blessing of Milani, Fireblade,

    Displayed:
    Deck: 7 Discard: 1 Buried: 1
    "Current Location: Windward Isle
    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): Crow, Blessing of the Spellbound (1), Blessing of Sivanah, Djinni Quarterstaff, Frigid Blast, Blessing of the Spellbound (2), Frilled Lizard
    Recharged:
    Discard Pile: Falcata +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.

    Windward Isle card 2 banished.

    Blessing of the Spellbound (3) handed to Aric.
    Aric and Zova may draw a card.
    Aric and Zova may attempt an Intelligence/Knowledge 9 check to draw a random item.


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

    Maznar's turn: receive BotSpellbound 3 from Maznar. Move to Windward Isle and draw card: Spring Blade +1.

    Maznar's 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.

    Maznar reveals animal to add +1d4
    Recharge (due to hour 0) BotAncients 2
    Knowledge 7+2=9: 2d8 + 2 + 1d4 ⇒ (1, 6) + 2 + (1) = 10
    Draw Random Item 2: Thieves Tools

    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.


    Deck Handler

    Edit: Forgot my own ability. May as well have tried for an item.
    int 7 +2 revealing an animal: 1d6 + 1d4 ⇒ (5) + (1) = 6 fail.


    Note that the Jolly Roger only assist your own checks against Ships. See the corresponding FAQ.

    It's still Maznar's turn, but I accidentally flipped it over to Zova's turn in the system. I've amended all that I can, but the blessings deck cards are mis-labelled with player names for now as a result (that will be amended by my next update).

    Basically, play as usual; but count how many blessings down in the blessings deck you are rather than relying on the name of your character next to them. Sorry.

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

    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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B 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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward)

    ----------------------------------------------------------------------
  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • The difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.

  • To win the scenario, close all locations.

    Additional Rules: =
    Plunder: 1x Weapon

    Scenario Level (#): 2

    Turn: 7, Maznar/Bigguyinblack

    Random Cards:

    Monsters
    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:
    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:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    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.

    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_

    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:
    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:
    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:
    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:
    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.

    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:
    Trident +1
    SS
    Weapon 2
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    Elite To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    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 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    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.

    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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 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.

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

    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:
    Potion of Glibness
    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 Diplomacy check.

    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.

    Allies
    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:
    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:
    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:
    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:
    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.

    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 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 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.

    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: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Ignore the character names next to these, but the order of the deck is otherwise correct. I clicked 'next turn' too many times and I could only partially fix it. It'll be resolved by next update.
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 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 2 Blessings Deck Card 2 Aric/AbrahamZ
    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 3 Blessings Deck Card 3 Maznar/Bigguyinblack
    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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 Seoni/EmpTyger
    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 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 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 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 10 Blessings Deck Card 10 Aric/AbrahamZ
    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 11 Blessings Deck Card 11 Maznar/Bigguyinblack
    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 Zova/NathanDavis
    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 Seoni/EmpTyger
    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 14 Blessings Deck Card 14 Aric/AbrahamZ
    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 15 Blessings Deck Card 15 Maznar/Bigguyinblack
    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 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 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 18 Blessings Deck Card 18 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.
    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 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 21 Blessings Deck Card 21 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 22 Blessings Deck Card 22 Aric/AbrahamZ
    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 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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Beach Card 1 (Musket):
    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.
    Beach Card 2:
    Ambrose "Fishguts" Kroop
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Beach Card 3:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Beach Card 4:
    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.
    Beach Card 5:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Beach Card 6:
    Amulet of Fortitude
    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.
    Beach Card 7:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Windward Isle Card 1:
    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.
    Windward Isle Card 2:
    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.
    Windward Isle Card 3:
    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.
    Windward Isle Card 4:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Windward Isle Card 5:
    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.
    Windward Isle Card 6:
    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.
    Windward Isle Card 7:
    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.
    Windward Isle Card 8:
    Eye of Dagon
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

    Location #4: Tidewater Rock
    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: Coastline
    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


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

    I think Maznar has completed his turn.


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

    Off Turn: Draw Vulture
    Hour of the Gods
    Give Card to Aric: Blessing of the Green Faith
    Staying at Windward Isle and Free Explore

    Zova has to suck it up and start Swabbing the Decks
    Reveal Maznar's Mastiff. Recharge Vulture for Character Ability
    Fortitude 7: 1d8 + 1 + 1d4 + 1d8 + 4 ⇒ (2) + 1 + (1) + (3) + 4 = 11
    Recharge Erutaki Coat

    Discard Captain to Explore
    She is offered a Boarding Axe for her trouble.
    Reveal Maznar's Mastiff.
    Strength 6: 1d6 + 1d4 ⇒ (5) + (3) = 8
    She shrugs and takes it.

    Discard Blessing of the Gods to Explore
    Oooh a Coral Capuchin to befriend.
    Reveal Maznar's Mastiff.
    Survival 6: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14

    End of Turn Recharge Desna's Star to recharge Porcupine (Core)
    Reset: Discard Boarding Axe
    "

    Zova wrote:

    Hand: Hatchet, Dagger, Aspect of the Hawk, Aspect of the Mouse, Magic Chain Shirt, Cloud Puff, Wintervine, Fire Gecko, Coral Capuchin,

    Displayed:
    Deck: 4 Discard: 5 Buried: 0
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Wintervine for die for local Survival/Perception . Cloud Puff Ignore Local BYA/AYA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Vulture, Erutaki Coat, Desna's Star, Porcupine (Core),
    Discard Pile: Crow (Core), Fox (Core), Boarding Axe, Captain, Blessing of the Gods,
    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 Blessing of Green Faith to Aric
    Windward Isle: Banished 1. Acquired 2 and 3.


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

    BoGreen Faith to Aric noted.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 2: Gozreh o’clock
    Giving Zova back her Blessing of the Green Faith
    Banishing Locate Object to recovery to examine and encounter Windward Isle 4: Onyx of Constitution

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

    Maznar reveals Animal
    CON 7: 1d6 + 1d4 ⇒ (3) + (3) = 6
    Onyx of Constitution is banished

    Seoni cast a quick divination spell, but found nothing too exciting on the isle. “Nothing you and your faith can’t handle,” she told Zova.

    Moving to Beach, taking Maznar and Aric
    Exploring Beach 1: Musket

    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.

    Maznar reveals Animal
    DEX 7: 1d4 + 1d4 ⇒ (4) + (4) = 8
    Musket is acquired

    A musket has been abandoned on the beach in the rush to escape the hurricane.

    Discarding Blessing of the Spellbound to explore Beach 2: Ambrose Fishguts Kroop

    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.

    Revealing Binder’s Tome. Maznar reveals Animal
    CHA 6: 1d12 + 2 + 1d4 + 1d4 ⇒ (10) + 2 + (3) + (4) = 19
    Ambrose Fishguts Kroop is acquired. Drawing Blessing of the Spellbound

    The musket’s owner was not far away.

    Discarding Ambrose Fishguts Kroop to explore Beach 3: Tiger Shark

    Tiger Shark:
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Discarding Musket to draw Fire Snake
    Displaying Sphere of Fire, revealing Binder’s Tome. Maznar reveals Animal
    Combat 11: 1d12 + 4 + 1d6 + 1d4 + 1d4 ⇒ (11) + 4 + (3) + (3) + (4) = 25
    Tiger Shark is banished

    While Ambrose wasn’t the bravest sailor, he had other talents. Tonight’s menu would include sorcery-charred shark.

    Discarding Blessing of the Spellbound to explore Beach 4: Strength

    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.

    Revealing Binder’s Tome. Maznar reveals Animal
    Arcane 6: 1d12 + 4 + 1d4 + 1d4 ⇒ (1) + 4 + (3) + (3) = 11
    Strength is acquired. Drawing Pyrotechnic Blast

    All the while Seoni just let her strength be stoked.

    Discarding Cleric of Nethys to examine Beach 5: Pirate Hunting, Beach 6: Amulet of Fortitude

    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.

    Amulet of Fortitude:
    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Exploring Beach 5: Pirate Hunting
    Random Ship: 1d9 ⇒ 1
    Summoning Merchanant

    Merchantman:
    Ship B
    Class 0

    Check to Defeat
    Wisdom
    Survival
    5
    OR
    Perception
    7

    When Encountered
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    Displaying Jolly Roger. Maznar reveals Animal
    Perception 7: 1d6 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (4) + (2) = 15
    Plunder: 2d6 ⇒ (5, 4) = 9
    Stashing Ally. Merchantman is banished. Pirate Hunting is banished

    The cleric Varisa caught sight of what seemed to be a trader ship off the coast. Seoni frowned and took a closer look. “No honest merchant would be sailing in this weather.” Sure enough, it was a remnant of the duergar slavers. Already weakened from the party’s recent strike, they had no stomach for fighting against the Jolly Roger, and instead abandoned their cargo and fled.

    Ending turn. Recovery: Sphere of Fire is recharged. Resetting hand

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Fire Snake, Bound Elemental, Pyrotechnic Blast, 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), Strength (display with a character for +3 to STR until end of turn), Blessing of Pharasma (discard to bless/double bless if spell is cast),

    Displayed: Jolly Roger,
    Deck: 5 Discard: 9 Buried: 0
    Notes: Move Seoni with Maznar. Okay to cure
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Binder's Tome; Safe Harbor; Strength

    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


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

    Ship rules...
    You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward)

    Location Power:
    Maznar reveals animal to add +1d4

    It is the hour of Abadar I think so? Not positive, as it looks like Hshurha got skipped at some point...

    SoT: Change to Red Raven
    Draw Imp from Kit. Stow Spring Blade +1 in Kit.

    Give Card: Blessing of the Spellbound 3 to Seoni

    Move Step: pilot Thresher to Sea Caves, taking Maznar and Seoni with me

    Red Raven power: examine Sea Caves 1
    Change to Aric
    Free explore: Sea Caves 1

    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.

    Maznar reveals animal to add +1d4
    Con 5: 1d6 + 1d4 ⇒ (5) + (1) = 6 Buckler acquired

    Display Imp to draw 2 cards: Blessing of the Spy and Compass

    Recharge Blessing of the Spy to examine Sea Caves 2
    Recharge (Aric power) Shy Ratani to explore Sea Caves 2

    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 BoGods

    Display Clockwork Spy to examine, then explore, Sea Caves 3
    Change to Red Raven

    Giant Frog:

    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Encountered by Red Raven (1), Maznar (2), Seoni (3): 1d3 ⇒ 3

    Pausing turn for Seoni to encounter Giant Frog


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (Forgot to do on Seoni's last turn)
    Recovery: Revealing Binder's Tome. Maznar reveals Animal
    Arcane 8: 1d12 + 4 + 1d4 + 1d4 ⇒ (10) + 4 + (3) + (2) = 19
    Locate Object is recharged

    (During Aric's turn)
    Discarding Strength to draw Clinging Venom
    Banishing Clinging Venom to recovery, revealing Binder's Tome. Maznar reveals Animal
    Combat 9: 1d12 + 4 + 1d8 + 1d4 + 1d4 ⇒ (5) + 4 + (6) + (2) + (3) = 20
    Giant Frog is banished
    Recovery: Discarding Clinging Venom instead of recharging

    Just as Aric wandered off, a giant frog started bouncing all over the ship. Seoni cast a poison spell, crippling the amphibian before it could do any damage. "And where were you?" asked Seoni wryly, as the Red Raven belatedly arrived.

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Fire Snake, Bound Elemental, Pyrotechnic Blast, 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), Blessing of Pharasma (discard to bless/double bless if spell is cast), Blessing of the Spellbound 4,

    Displayed: Jolly Roger,
    Deck: 6 Discard: 10 Buried: 0
    Notes: Move Seoni with Maznar. Okay to cure
    Ask before using: Blessing of Pharasma; Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Binder's Tome; 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


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

    Resuming Red Raven turn

    The Red Raven seemed embarrassed, though it was a bit hard to tell beneath his mask, and muttered something about 'a bathroom break.'

    Discard Blessing of the Gods to explore Sea Caves 4

    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.

    Maznar reveals animal to add +1d4
    Dex 6: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (1) = 13

    Recharge Compass to move to Windward Isle (bringing Maznar and Seoni with me)
    Location Power: Maznar and Seoni may draw a card
    Red Raven draws a card: Psychic Detective
    Compass power: examine Windward Isle 5
    Change to Aric; Draw Spring Blade from Kit; Stow Benevolent Buckler in Kit;
    Discard Blessing of Green Faith to explore Windward Isle 5

    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.

    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Reveal Pistol
    Combat 10: 1d4 + 1d6 + 2d4 ⇒ (3) + (5) + (1, 1) = 10
    Shuffle Pistol on 1 or 2: 1d6 ⇒ 3

    Recharge (because Aric) Psychic Detective to examine, then explore, Windward Isle 6
    Change to Red Raven; Stow Pistol in Kit; Draw Lockpick Shield from Kit;

    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.

    BYA autofail
    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Reveal Captain's Cutlass to add 1d10+6+1d6+1
    Combat 11: 1d10 + 6 + 1d6 + 1 + 2d4 ⇒ (3) + 6 + (4) + 1 + (3, 1) = 18

    End turn
    Red Raven power: examine Windward Isle 7
    Change to Aric; Draw Benevolent Buckler from Kit; Stow Thieves' Tools in Kit;

    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.

    Reset hand. Discard Benevolent Buckler, Spring Blade +1 and Recharge Lockpick Shield. Imp is also discarded from its power.

    Aric wrote:

    Hand: Captain's Cutlass 1, Mask of the Red Raven, Quick-Change Mask, Sharper, Sailor, Mindblade,

    Displayed: Cockroach Coat, Clockwork Spy,
    Current Location: Sea Caves
    Kit: Thieves' Tools, Kukri, Pistol,
    Deck: 9 Discard: 7 Buried: 1
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: 1/1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Ancients 1, Masque, Lookout, Blessing of the Ancients 2, Blessing of the Spy, Shy Ratani, Compass, Psychic Detective, Lockpick Shield,
    Discard Pile: Captain's Cutlass 2, Buckler, Blessing of the Gods, Blessing of the Green Faith, Benevolent Buckler, Spring Blade +1, Imp,
    Buried Pile: Gambeson,

    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 Blessing of the Spellbound 3 to Seoni
    * Moved Aric, Maznar, and Seoni to Sea Caves
    * Sea Caves 1-4 are gone
    * Moved Aric, Maznar, and Seoni to Windward Isle
    * Maznar and Seoni may draw a card
    * Windward Isle 5 & 6 are gone
    * Windward Isle 7 (top of the location) is Bracers of Protection


    For the record; everyone listed the correct hour except for Zova, who used Maznar's hour (Blessing of the Gods) instead of her correct one (Blesisng of Hshurha). As mentioned, I messed up the turn order, because I thought half-way into making the update that I was making a mid-turn update for Maznar, not realizing that he'd finished his turn.

    Whatever the case; it's now resolved.

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

    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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B 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)
    While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward)

    ----------------------------------------------------------------------
  • When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.

  • The difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.

  • To win the scenario, close all locations.

    Additional Rules: =
    Plunder: 1x Weapon, 1x Ally

    Scenario Level (#): 2

    Turn: 11, Maznar/Bigguyinblack

    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:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    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.

    Spoiler:
    Bilge Spider Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Basic
    To Defeat:
    Combat 6
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

    Spoiler:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Barriers
    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:
    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:
    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.

    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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:
    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 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.

    Items
    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:
    Potion of Glibness
    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 Diplomacy check.

    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:
    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.

    Allies
    Spoiler:
    Tidepool Dragon
    SS
    Ally 1
    Traits:
    Dragon
    Aquatic
    Elite To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
    If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

    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.

    Spoiler:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Blessings Remaining: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zova/NathanDavis
    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 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 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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 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 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Maznar/Bigguyinblack
    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 9 Blessings Deck Card 9 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 10 Blessings Deck Card 10 Seoni/EmpTyger
    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 Aric/AbrahamZ
    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 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 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 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 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 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 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 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 19 Blessings Deck Card 19 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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Beach Card 1:
    Amulet of Fortitude
    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.
    Beach Card 2:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    Hurricane Winds
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves 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.
    Sea Caves Card 3:
    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.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Windward Isle Card 1 (Bracers of Protection):
    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.
    Windward Isle Card 2:
    Eye of Dagon
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

    Location #4: Tidewater Rock
    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: Coastline
    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


  • Deck Handler

    Draw Blessing of the Spellbound (2) from Windward Isle move.

    Cure targeting Zova: 1d4 + 1 ⇒ (4) + 1 = 5

    Hand Enora Fireblade.

    Maznar will travel alone to the Beach.

    Beach Card 1: Amulet of Fortitude:

    SS
    Item B
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Fortitude 5 revealing an animal: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13

    Discard Blessing of the Spellbound (2) to explore.

    Beach Card 2: Hurricane Winds:

    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Recharging Seoni's BotS.

    Survival 13 -2 casting Pyrotechnic Blast, recharging Seoni's BotS, revealing an animal: 2d10 + 3d4 + 5 ⇒ (9, 1) + (1, 1, 2) + 5 = 19

    Bury Bestiary of Garund to close Beach.

    Maznar ends his turn.

    Maznar attempts to recover all cards in his Recovery pile.
    Cure: Divine 8: 1d10 + 1d4 + 5 ⇒ (2) + (2) + 5 = 9 -> Cure recharged.
    Pyrotechnic Blast: Divine 10: 1d10 + 1d4 + 5 ⇒ (10) + (4) + 5 = 19 -> Pyrotechnic Blast recharged.

    Maznar resets his hand.

    Beach card 1 acquired.

    Seoni handed Fireblade.
    Zova healed for 5.
    Recharged Seoni's Blessing of the Spellbound.


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

    Off Turn: Shuffle in Crow (Core), Fox (Core), Boarding Axe, Captain, Blessing of the Gods
    Hour of Cayden Cailean

    Free Explore
    Looks like some Bracers of Protection
    Intelligence 3: 1d6 ⇒ 3

    Discard Fire Gecko to explore
    With nothing else left, Zova is faced with the Eye of Dagon
    Display Aspect of the Mouse. Recharge Coral Capuchin for Character Power. Discard Seoni's Blessing of Pharasma
    Dexterity 16: 1d8 + 1d6 + 1d8 + 4 + 2d8 ⇒ (3) + (1) + (7) + 4 + (5, 5) = 25

    The Eye of Dagon is not able to reach her in Capuchin Mouse form.
    Discard Maznar's Blessing of Milani
    Wisdom 7: 1d8 + 2d8 + 1 ⇒ (7) + (1, 2) + 1 = 11
    Windward Isle Closed

    Draw Blessing of the Gods

    Recovery Recharge Aspect of the Mouse
    Reset: Discard Bracers of Protection and Dagger. Recharge Magic Chain Shirt

    Zova wrote:

    Hand: Hatchet, Boarding Axe, Aspect of the Hawk, Desna's Star, Cloud Puff, Wintervine, Captain, Crow (Core), Blessing of the Gods,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Wintervine for die for local Survival/Perception . Cloud Puff Ignore Local BYA/AYA. Crow: 1d6 Local Acquire. Blessing Available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Erutaki Coat, Fox (Core), Vulture, Porcupine (Core)
    Recharged: Coral Capuchin, Aspect of the Mouse, Magic Chain Shirt,
    Discard Pile: Fire Gecko, Bracers of Protection, Dagger,
    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).


    Discarded Seoni's Pharasma and Maznar's Milani
    Acquired Windward Isle 1 and Closed it.


    Deck Handler

    Blessing of Milani discarded.

    Maznar wrote:

    Hand: Sphere of Fire, Amulet of Fortitude, Mastiff, Frigid Blast, Djinni Quarterstaff, Frilled Lizard,

    Displayed:
    Deck: 5 Discard: 3 Buried: 2
    "Current Location: Beach
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    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 (1), Blessing of Sivanah, Crow
    Recharged: Cure, Pyrotechnic Blast,
    Discard Pile: Falcata +1, Blessing of the Spellbound (2), Blessing of Milani,
    Buried Pile: Armor of the Sands, Bestiary of Garund,
    "
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 2: Gods o’clock
    Moving to Sea Caves
    Exploring Sea Caves 1: Hurricane Waves

    Hurricane Winds:
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Banishing Pyrotechnic Blast to recovery, revealing Binder’s Tome
    Arcane 13-2=11: 1d12 + 4 + 2d4 + 1d4 ⇒ (5) + 4 + (4, 4) + (1) = 18
    Hurricane Winds are banished.
    Closing Sea Caves: Summoning Random Monster 2: Tiger Shark

    Tiger Shark:
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Discarding Fireblade to draw Clinging Venom.
    Banishing Clinging Venom to recovery, revealing Binder's Tome
    Combat 11: 1d12 + 4 + 1d8 + 1d4 ⇒ (3) + 4 + (8) + (4) = 19
    Tiger Shark is banished. Sea Caves is closed

    With an explosion of hot air, Seoni stilled the final arm of the hurricane. When the sorcerer returned from the caves, she was bearing even more sharkmeat. "We'll have lots of survivors to feed," said Seoni, with more than a touch of pride.

    We win!


    COMPLETED SCENARIO 10–00C: STORM SURGE

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Aric -> Tier 2, 5XP
    Maznar -> Tier 2, 3XP
    Seoni -> Tier 3, 3XP
    Zova -> Tier 1, 3XP

    (Note; all characters are eligible for Tier-Ups, except Seoni as that would render her unable to continue to play in this adventure.)

    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 add 1d12 to your check to defeat a barrier.”

    CONVENTION BOON: 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 10-00C Boon Roll: 1d20 ⇒ 19 -> No effect.

    DEVELOPMENT:

    As you suspected, you discovered several other Pathfinders seeking shelter from the storm. All report variations of the same tale throughout the tapestry: strange rifts in the ground and sky open onto a silvery void. Many have offered to join your crew, lending their eclectic expertise.

    At a time like this, you’ll gladly take all the hands you can get.

    ACQUIRED CARDS:

    Captain (Ally B)
    Sailor (Ally B)
    PLUNDER: Sailor (Weapon B)
    Ambrose "Fishguts" Kroop (Ally 1)
    Coral Capuchin (Ally 1)

    Buckler (Armor B)
    Magic Chain Shirt (Armor B)
    Benevolent Buckler (Armor 1)

    Blessing of the Gods (Blessing B)

    Amulet of Fortitude (Item B)
    Old Salt's Bandana (Item B)
    Thieves' Tools (Item B)
    Bracers of Protection (Item B)
    Jolly Roger (Item 2)

    Strength (Spell B)

    Pistol (Weapon B)
    Dagger (Weapon B)
    Musket (Weapon B)
    Boarding Axe (Weapon B)
    PLUNDER: Cutlass (Weapon B)
    Falcata +1 (Weapon 1)


  • At this time; you have completed all of the scenarios available until the next part of the special is announced. You may replay each of the three scenarios you have just completed in any order you wish; but I'm not sure you get anything out of doing so except more Deck Upgrades.

    I will confirm when I can whether re-played scenarios still earn Successes or any other benefit.


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

    boon?: 1d20 ⇒ 14

    Aric is now at 3.1.

    He spends his hero point on a card feat: Ally.

    Desired upgrade (to fill the new open Ally slot):
    Ally 1: 1d1000 ⇒ 496
    There are two Ally 1 upgrades available, so maybe he gets one of them with that roll, in which case he fills the new open slot with Eando Kline. If not, I'll have to consider whether any of the other available upgrades do anything for him.

    Re the question of whether or not to keep replaying the scenarios until we can move on to the next part of the special, I think my inclination is to just wait. My plate feels pretty full with Gameday right now and other stuff and I think taking a break for a couple of weeks could be good. Plus, other than a few tier 2 cards, there aren't many more upgrades I want until moving on to tier 3.


    **Overseer Announcement**

    The repair teams have patched the rift beneath the Muckmouth.
    They discovered that the tapestry itself is generating massive
    amounts of necromantic energy around the rifts. The Muckmouth
    is secured!

    BR's, The Muckmouth Secured condition is now in effect! Since it looks like you're in between scenarios this can be done at the start of the next scenario within part 2


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.

    Temple Secured: Each character draws a blessing from the box.
    If that blessing has the Basic trait, that character may recharge
    a random blessing from her discard pile.

    Muckmouth Secured: Each character may either shuffle a
    card from his discard pile into his deck or draw a card. If the
    character is playing 10-00A, he may do both.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!

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