[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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Time to start Part 3! In a post after this I'll also list all of the bonus conditions that will immediately apply as soon as we start the scenario!

SCENARIO 10–00D: ASTRAL REAVERS

The coastal communities throughout the Hao Jin Tapestry are under attack! Vicious raiders surge forth from rifts in the air and the ground: men and women with bloodlust in their eyes and murder in their hearts. After inflicting as much death and destruction as their surprise attacks allow, these pirates scoop up any treasures within sight and duck back into the silvery void.

The people of the coastal villages and island towns aren’t prepared to deal with these hit-and-run raids; they look to the Thresher for protection. Since these attacks began, you’ve been frantically sailing up and down the coasts, arriving too late to do anything but help the survivors put out fires and bury the dead.

You had one recent victory, however: you managed to capture one pirate who was left for dead by his fellows in the scorched remains of a riverside hamlet. He told you that he followed a night hag named Aslynn, who had recruited a small army of pirates and killers in the Astral Plane and prepared them for this day of murder and looting. Aslynn knows that the Hao Jin Tapestry is failing. She’s not behind the collapse, it seems, but she’s quick to take advantage. The silvery void behind the rifts is the Astral Plane itself—a vast and timeless place where drifting chunks of rock have served as the perfect staging areas for the pirate attacks. Aslynn is collecting the souls of the slain and a share of the plunder—a share these pirates are happy to pay.

The attacks seem haphazard, but they’re all part of a carefully coordinated plan. The hag isn’t doing the planning herself; she has a loyal agent taking care of the specifics about where to strike and when. This pirate doesn’t know who the agent is—he isn’t the kind to ask questions when there’s a golden opportunity to maim and steal—but he knows where the next few attacks are going to be. You intend to be there to meet the pirates and put a stop to their raids.

You could use your skilled boatswain, Dara, at a time like this, but the halfling is nowhere to be found. Over the past few days, she’d helped you make several detailed maps of the coastal communities: their members, their fortifications, and their positioning relative to the astral rifts. You seem to have misplaced all of those maps. But missing maps are a problem for a quieter day—today, you have astral pirates to fight!

SETUP:

  • Before setting out locations, choose whether to defend culture (House of Stolen Kisses, Theater of Corruption), fortifications (Hall of Champions, Sea Fort), or goods (Precious Mine, Seaside Warehouse). If possible, choose one that the table has not yet completed. Add the two locations listed for your choice.

    LOCATIONS:
    2 HARBOR
    3 DOCKS
    4 TEMPEST CAY
    + ?
    + ?

    THREAT LIST:

  • Henchmen: BUCCANEERS

    DURING THIS SCENARIO:

  • When you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win this scenario, close all locations.

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


  • ANNOUNCED CONDITIONS

  • 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. (Since a heal is not-relevant, you may choose to draw an additional card after drawing your starting hand.)

  • 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. (Not optional, so I'll draw one for each of you now...)

    Maznar's Blessing: 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.
    Seoni's Blessing: 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.
    Zova's Blessing: 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.
    Aric's Blessing: 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.

  • 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." (Added to During This Adventure powers.)

  • Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move. [ooc](Please indicate which location you'd like to examine with your opening hand and starting location. I'll mark those cards as 'known' in the first scenario update; there's no Triggers in this set to worry about.)

  • 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. (Not optional, so I'll draw one for each of you now...)

    Maznar's Ally: 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.
    Seoni's Ally: 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.
    Zova's Ally: 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.
    Aric's Ally: Deckhand:

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

  • Patchwork Allies Secured: Each character draws a random weapon or spell that does not have the Basic trait from the box. (Aric and Maznar; please choose spell or weapon. You may draw your opening hand first if you wish. I'll draw some for Zova and Seoni, who already chose...)

    Seoni's Spell: Aid:

    SS Spell B
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Discard this card to add 1d6 to any check. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Zova's Spell: 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.


  • I'm posting the contents of all of the locations (except Astral Rift) to help you make your choice. If you're all able; please make all of your choices, starting locations and hands drawn before this time tomorrow, because I will be travelling over the next few days and updates will become much harder for me to make at that point.

    I will still be posting updates between October 3rd-7th (my time), but they'll be less frequent.

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

    What I need from each player and/or the team...

  • Starting Plunder choice (Team).
  • Choice of defense (Team).
  • Starting Hands.
  • Starting Locations.
  • Starting location to examine.
  • Choice of Weapon/Spell (Maznar, Aric).
  • Add the previously-drawn cards to your respective hands, and optionally draw an additional card.

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

    PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: ?

    Scenario Level (#): 2

    Turn: 0, Maznar/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

    Spoiler:
    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:
    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.

    Weapons
    Spoiler:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spoiler:
    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:
    Tidewater Cutlass +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee check + 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.
    Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

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

    Spoiler:
    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:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    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:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    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.

    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:
    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.

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

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

    Spoiler:
    Spellmaster's Tricorne
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

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

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

    Spoiler:
    Master 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:
    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.

    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 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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #9: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • deck handler desired upgrades Spell 2, Ally 2

    Voting for culture and spell for the plunder.

    Starting location Docks. Examine Harbor.

    Maznar wrote:

    Hand: Djinni Quarterstaff, Frigid Blast, Blessing of the Spellbound (2), Blessing of Milani, Blessing of Sivanah, Pyrotechnic Blast, Sphere of Fire, Blessing of the Spellbound (1), Blessing of Gozreh, Cut-Throat Grok, Aid,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    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.

    Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Blessing of Gozreh: Discard this card to add 2 dice to any check to close a location.

    Aid: Discard this card to add 1d6 to any check.
    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Armor of the Sands, Cure, Blessing of the Spellbound (3), Mastiff, Crow, Fireblade, Frilled Lizard, Bestiary of Garund, Imp
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.


    Maznar's Spell: Aid:

    SS Spell B
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Discard this card to add 1d6 to any check. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    (Yep, another one.)


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


    Vote for Fortifications
    Starting Location Docks
    Examine Hall of Champions

    Zova wrote:

    Hand: Aspect of the Hawk, Aspect of the Mouse, Call Weapon, Erutaki Coat, Wintervine, Fire Gecko, Fox (Core), Porcupine (Core), Parrot, Blessing of the Green Faith, Blessing of the Gods (I),

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloud Puff, Aspect of the Snake, Hatchet, Crow (Core), Blessing of the Gods, Angelstep, Vulture, Blessing of the Green Faith (2)
    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).


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

    Starting location: Docks (as Aric).

    Vote for Fortifications.

    Draw starting hand. Choose 3 cards to put in Kit.

    Muckmouth Secured: you may choose to draw an additional card after drawing your starting hand - draw Sharper.

    Temple Secured: draw BoCaydenCailean.

    Round Mountain Secured: examine top card of Tempest Cay. When examining, change to Red Raven form.

    Slave Mountain Secured: draw Deckhand.

    Patchwork Allies Secured: draw a random non-basic Spell (I'll hand this off to whomever it's most suited to - no need for another weapon when I drew all 4 in my opening hand!).

    Red Raven wrote:

    Hand: Lookout, Blessing of the Ancients 1, Compass, Captain's Cutlass 2, Mindblade, Kukri, Blessing of Cayden Cailean, Deckhand, Sharper,

    Displayed:
    Current Location: Docks
    Kit: Captain's Cutlass 1, Lockpick Shield, Spring Blade +1,
    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): Gambeson, Psychic Detective, Blessing of the Spy, Cockroach Coat, Blessing of the Ancients 2, Eando Kline, Shy Ratani, Clockwork Spy, Masque, Mask of the Red Raven, Quick-Change Mask
    Recharged:
    Discard Pile:
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

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

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

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


    Culture and Fortifications were tied - Fortifications wins by roll-off.

    Aric's random spell is...

    Aric's Spell: 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.

    I've assumed Seoni wishes to start with the party; if she doesn't she may choose somewhere else. Seoni also gets to examine a location.

    Since nobody but Maznar weighed in; a Spell has been chosen for Plunder right now, but that can be changed if needed.

    Zova begins!

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 Spell

    Scenario Level (#): 2

    Turn: 1, Zova/NathanDavis

    Random Cards:

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

    Spoiler:
    Nirento
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

    Spoiler:
    Swamp Ghoul
    SS
    Monster B
    Traits:
    Undead
    Ghoul
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    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.

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

    Spoiler:
    Instant Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 3
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

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

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

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

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

    Allies
    Spoiler:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 2 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 3 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Maznar/Bigguyinblack
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 4 Zova/NathanDavis
    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.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    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.
    Hourglass Card 6 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 6 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.
    Hourglass Card 7 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 8 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 10 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Aric/AbrahamZ
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 12 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 12 Zova/NathanDavis
    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.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 14 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Aric/AbrahamZ
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Maznar/Bigguyinblack
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 18 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 20 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 23 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 24 Zova/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 25 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.
    Hourglass Card 26 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 27 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 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.
    Hourglass Card 28 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 29 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 29 Seoni/EmpTyger
    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.

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Harbor Card 1 (Giant Rock Crab):
    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.
    Harbor Card 2:
    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.
    Harbor Card 3:
    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.
    Harbor Card 4:
    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.
    Harbor Card 5:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
    Harbor Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 7:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
    Harbor Card 8:
    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.
    Harbor Card 9:
    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.
    Harbor Card 10:
    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.

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, Zova/NathanDavis, None
    Docks Card 1:
    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.
    Docks Card 2:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Docks Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Docks Card 4:
    Caltrops
    SS
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Docks Card 5:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
    Docks Card 6:
    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_
    Docks Card 7:
    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.
    Docks Card 8:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Docks Card 9:
    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.
    Docks Card 10:
    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.

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tempest Cay Card 1 (Hydraulic Push):
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    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.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Tempest Cay Card 6:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    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.
    Tempest Cay Card 10:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Hall of Champions Card 1 (Bunyip):
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Hall of Champions Card 2:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Hall of Champions Card 3:
    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.
    Hall of Champions Card 4:
    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.
    Hall of Champions Card 5:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.
    Hall of Champions Card 6:
    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.
    Hall of Champions Card 7:
    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.
    Hall of Champions Card 8:
    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.
    Hall of Champions Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 10:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #7: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sea Fort Card 1:
    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.
    Sea Fort Card 2:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Sea Fort Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Fort Card 4:
    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.
    Sea Fort Card 5:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Sea Fort Card 6:
    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.
    Sea Fort Card 7:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Sea Fort Card 8:
    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.
    Sea Fort Card 9:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Sea Fort Card 10:
    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.


  • Female Human Sorcerer/Element Master Deck Handler

    Gaining Hero Point.
    Forfeiting upgrade.
    Starting at Docks.
    Drawing Random Blessing of Sivanah, Random Ally Old Salt, Random non-Basic Spell Aid. Examining Docks 1: 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.

    This hag might have plans, but so did Seoni- and all at once, all of the sorcerer's plans were coming to fruition. That old salt who was abandoned by the other pirates confirmed the destination, and a priestess of Sivanah would help them get there. "The Astral Sea," mused Seoni, skipping a black stone into the water, as she waited on the docks for the rest of the party.

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Clinging Venom, Blessing of Nethys (discard to bless), Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Marionette, Pyrotechnic Blast, Blessing of Sivanah (discard to bless/double bless if non-combat INT or CHA), Old Salt, Aid (banish to add 1d6 to any check),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Move Seoni with Maznar. I'll pass Aid to a Divine caster on my turn.
    Ask before using: Blessing of Nethys; Blessing of the Spellbound; Blessing of Sivanah; Aid
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Binder's Tome; 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: 3


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

    Time of the Gods

    Give Card to Maznar: Call Weapon

    Maznar discards Aid or Call Weapon to draw Mastiff

    Free Explore
    The Docks are full of trading goods and gems like the Onyx of Constitution are sure to draw astral pirates.
    Reveal Maznar's Mastiff and Erutaki Coat
    Constitution 7: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12
    Zova slips it into her coat.

    Recharge Parrot to explore
    Zova's new parrot friend lands on a Quarterstaff
    Strength 3: 1d6 ⇒ 1
    The Parrot paints it white with excrement. No longer appealing to anybody.

    Recharge Porcupine to explore
    The Buccaneer didn't take kindly to the ruining of his prized quarterstaff.
    Display Aspect of the Hawk. Reveal Fire Gecko.
    Combat 8+2: 1d8 + 4 + 1d6 + 2 + 1d4 ⇒ (6) + 4 + (3) + 2 + (3) = 18
    The Buccaneer is clawed and pecked and burned.

    Bury Fox to Close
    Fox decides to take a nap at the docks.
    Examine Tempest Kay. It's the boon Hydraulic Push so it goes into Zova's Hand
    Zova's Hawk wings feel a watery wind coming from Tempest Kay.

    Recovery: Aspect of the Hawk Recharges

    Zova wrote:

    Hand: Hydraulic Push, Aspect of the Mouse, Erutaki Coat, Wintervine, Fire Gecko, Blessing of the Green Faith, Blessing of the Gods (I), Blessing of the Gods,

    Displayed:
    Deck: 11 Discard: 0 Buried: 1
    Current Location: Maznar's Location
    Hero Points: 0
    NOTES:
    Available Support: Wintervine for die for local Survival/Perception
    Blessings Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloud Puff, Vulture, Hatchet, Onyx of Constitution, Angelstep, Blessing of the Green Faith (2), Aspect of the Snake, Crow (Core)
    Recharged: Parrot, Porcupine (Core), Aspect of the Hawk,
    Discard Pile:
    Buried Pile: Fox (Core),

    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).


    Maznar: Received Call Weapon. Discarded Aid or Call Weapon to draw Mastiff.
    Docks: Acquired 1. Closed
    Tempest Kay: Acquired 1.


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

    Do these rules apply now? They were in an earlier update but I don't see them in the latest. "When you permanently close a location, summon and build the location Astral Rift; you may then move to it.
    At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location."


    Seoni is up!

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: 1x Spell

    Scenario Level (#): 2

    Turn: 2, Seoni/EmpTyger

    Random Cards:

    Monsters
    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:
    Nirento
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

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

    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.

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

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

    Spoiler:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    Fire Lance
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    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.

    Spells
    Spoiler:
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 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:
    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:
    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.

    Armors
    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:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    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:
    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:
    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:
    Masterwork Tools
    SS
    Item B
    Traits:
    Tool
    Elite
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

    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.

    Hours Remaining: 28

    Hourglass

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

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Harbor Card 1 (Giant Rock Crab):
    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.
    Harbor Card 2:
    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.
    Harbor Card 3:
    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.
    Harbor Card 4:
    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.
    Harbor Card 5:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
    Harbor Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 7:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
    Harbor Card 8:
    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.
    Harbor Card 9:
    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.
    Harbor Card 10:
    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.

    Location #2: Docks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, Maznar/Bigguyinblack, Seoni/EmpTyger, None

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    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.
    Tempest Cay Card 4:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Tempest Cay Card 5:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Hall of Champions Card 1 (Bunyip):
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Hall of Champions Card 2:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Hall of Champions Card 3:
    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.
    Hall of Champions Card 4:
    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.
    Hall of Champions Card 5:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.
    Hall of Champions Card 6:
    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.
    Hall of Champions Card 7:
    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.
    Hall of Champions Card 8:
    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.
    Hall of Champions Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 10:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #7: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sea Fort Card 1:
    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.
    Sea Fort Card 2:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Sea Fort Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Fort Card 4:
    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.
    Sea Fort Card 5:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Sea Fort Card 6:
    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.
    Sea Fort Card 7:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Sea Fort Card 8:
    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.
    Sea Fort Card 9:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Sea Fort Card 10:
    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.

    Location #8: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/NathanDavis, None


  • deck handler desired upgrades Spell 2, Ally 2

    Aric uses the wrong kind of weapons for me and has plenty in hand so Call Weapon discarded for Mastiff. Note, Maznar's reveal ability is NOT playing the ally. So for example Zova could have benefited from it along with revealing her Fire Gecko.


    Female Human Sorcerer/Element Master Deck Handler

    Gods o’clock
    Giving Aid to Maznar

    Aid:
    Spell B
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Discard this card to add 1d6 to any check. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Moving to Tempest Cay, taking Aric and Maznar
    As they sailed into stormier waters, Seoni shared the token of aid with Maznar.

    Exploring Tempest Cay 1: Pirate Hunting

    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.

    Random ship: 1d9 ⇒ 1
    Summoning Merchantman
    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.


    Maznar reveals Animal
    Perception 7: 1d6 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10
    Plunder: 2d6 ⇒ (3, 6) = 9
    Stashing Spell. Merchantman banished. Pirate Hunting banished

    The sorcerer quickly found what she was looking for. The Thresher quickly overtook an astral pirate vessel. Seoni was especially interested in some astral magic contained in the enemy ship.

    Discarding Blessing of the Spellbound to explore Tempest Cay 2: 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.

    Discarding Blessing 1: of the Gods from the hourglass to automatically acquire Rotgut. Drawing Cleric of Nethys
    The pirates had a squawking parrot about the ship. For a whole hour, Seoni patiently recorded every word the bird repeated.

    Discarding Rotgut to explore Tempest Cay 3: Magic Chain Shirt

    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.

    Maznar reveals Animal
    CON 5: 1d6 + 1d4 ⇒ (4) + (1) = 5
    Magic Chain Shirt is acquired

    Her perseverance paid off. The bird revealed that the captain of the Merchantman owned a magic Chain shirt.

    Discarding Blessing of Sivanah to explore Tempest Cay 4: Pirate Captain

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

    Recharging Helm of Telepathy.
    Discarding Marionette to draw Blessing of the Spellbound
    Banishing Clinging Venom to recovery, revealing Binder’s Tome. Maznar reveals Animal
    Combat 12+2=14: 1d12 + 4 + 1d8 + 1d4 + 1d4 ⇒ (3) + 4 + (7) + (4) + (1) = 19
    Thresher prevents 1 Structural damage, Tempest Cay adds 1 Structural damage. Recharging Old Salt, Blessing of the Spellbound for 2 Structural damage. Pirate Captain is banished

    The captain didn’t go down without a fight. Realizing that he would lose more than plunder, he attempted a last stand, slashing at Seoni and firing several cannons into the Thresher. Seoni cast a poison spell against the captain, but then crosses back to the Thresher to see to the damage. The astral storms amplified the damage, but the Thresher’s hull absorbed much of the blow, and Seoni used her magic to quench the fires before any damage was done. By the time Seoni returned to the captain, he had succumbed to the poison.

    Discarding Blessing of Nethys to examine Tempest Cay 5: Merfolk, Tempest Cay 6: Buoyancy

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

    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.

    Exploring Tempest Cay 6: Buoyancy
    Revealing Binder’s Tome. Maznar reveals Animal
    Arcane 3: 1d12 + 4 + 1d4 + 1d4 ⇒ (11) + 4 + (2) + (1) = 18
    Buoyancy is acquired. Drawing Sphere of Fire.
    Banishing Buoyancy to recovery to examine and reload Tempest Cay 9: Buccaneer

    Buccaneer:
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Awoken by the chaos, a merfolk mage approached the Thresher. The merfolk did not directly attack, but used her water magic to succor the pirate crew, giving the buccaneers one last chance to resist.

    Ending turn. Recovery: Clinging Venom is recharged.
    Revealing Binder’s Tome. Maznar reveals Animal
    Arcane 5: 1d12 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (1) + (4) = 11
    Buoyancy is recharged. Resetting hand

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Magic Chain Shirt, Cleric of Nethys, Sphere of Fire, Bound Elemental, Blessing of Pharasma (discard to bless/double bless if spell is cast), Pyrotechnic Blast,

    Displayed:
    Deck: 13 Discard: 4 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

    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: 3


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

    It is the hour of the Gods. Hourglass Card 1

    The Red Raven draws a scroll from his pouch. "Maznar, I believe this might be useful to you?" Give Card: Find Traps to Maznar

    "Now, let's see what's happening over at the Sea Fort, shall we? Hoist that mainsail, me hearties!"

    Move Step: Command the Thresher to Sea Fort, taking Maznar and Seoni with me
    Red Raven power: examine Sea Fort 1
    Free exploration: Sea Fort 1

    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 ⇒ (1) + (1) = 2 Buckler is banished
    The Red Raven saw a modest shield sitting about at the Sea Fort, but thought it might cramp his fighting style and threw it into the ocean.

    Recharge (due to hour being basic) Blessing of the Ancients 1 to examine, then explore, Sea Fort 2
    Change to Aric

    Icy Boarding Pike +1:

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

    Maznar reveals animal to add +1d4
    Discard BoCayden Cailean to add 2 dice
    Str 10: 1d6 + 1d4 + 2d6 ⇒ (4) + (3) + (6, 2) = 15 Acquired

    Recharge (because Aric power) Deckhand to explore Sea Fort 3

    Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Just then, Aric stumbled upon a henchman! Where is the Red Raven when you need him? Worse, the blasted deckhand seems to be in cahoots with the Buccaneer!

    Deckhand adds the Swashbuckling trait, increasing the DC by 2
    Maznar reveals animal to add +1d4
    Reveal Icy Boarding Pike (including benefit for being on a ship)
    Seoni reveals Binder's Tome to add +1d4
    Maznar sends Aid to Recovery to add +1d6
    Combat 8+4=12: 1d6 + 1d8 + 1 + 1d4 + 1d4 + 1d4 + 1d6 ⇒ (4) + (2) + 1 + (4) + (2) + (3) + (2) = 18 Buccaneer is banished

    Unfortunately, Aric does not have an armor to banish (missing that Buckler now!) and is unable to close the location. Sea Fort remains open, but without closing henchman

    Location Power: explore Sea Fort 4
    As if mocking him, the Sea Fort offers Aric another Buckler!

    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 ⇒ (5) + (2) = 7 Buckler is acquired
    Reveal Sharper to banish Buckler and draw a random armor

    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.

    Recharge (because Aric) Mindblade to explore Sea Fort 5

    Zombie:

    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Reveal Icy Boarding Pike (including benefit for being on a ship)
    Maznar reveals animal to add +1d4
    Combat 9: 1d6 + 1d8 + 1 + 1d4 + 1d4 ⇒ (5) + (3) + 1 + (3) + (3) = 15 Zombie is banished
    Aric is enjoying swinging his new icy pick. "Who needs that Red Raven anyway?!? He's never around when he could be useful..."

    Location Power: explore Sea Fort 6

    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.

    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Diplomacy 6: 1d10 + 5 + 2d4 ⇒ (9) + 5 + (1, 3) = 18

    Reveal Sharper to banish Surgeon and draw random Ally

    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.

    Recharge (because Aric) Quartermaster to explore Sea Fort 7

    Siren Caller:

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

    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Maznar discards Blessing of Milani
    Wis 8+2=10: 1d8 + 1 + 2d4 + 2d8 ⇒ (8) + 1 + (4, 4) + (3, 3) = 23 Siren Caller is banished

    Location Power: explore Sea Fort 8

    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.

    Maznar reveals animal to add +1d4
    Str 8: 1d6 + 1d4 ⇒ (3) + (4) = 7 banished

    Recharge Lookout to examine Sea Fort 9

    Devilfish:

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

    Change to Red Raven
    Draw Lockpick Shield from Kit; Stow Icy Boarding Pike in Kit

    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Recharge Kukri to add 1d10+6+3d4
    Combat 10: 1d10 + 6 + 3d4 + 2d4 ⇒ (7) + 6 + (2, 1, 2) + (4, 3) = 25 banished

    Location Power: explore Sea Fort 10

    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 ⇒ (6) + (4) = 10 Armor 1 acquired

    Sea Fort is empty of cards.
    Banish Cloth Armor to close Sea Fort
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Scenario Power: summon and build Astral Rift 2. Red Raven (but not Maznar or Seoni) moves to it.

    End turn. No cards in Astral Rift 2, so no way to examine, so remain in Red Raven form. Also, both Astral Rifts are occupied, so no cards are added to them.

    Reset hand, recharging Lockpick Shield

    Red Raven wrote:

    Hand: Captain's Cutlass 2, Benevolent Buckler, Compass, Sharper,

    Displayed:
    Current Location: Sea Fort
    Kit: Captain's Cutlass 1, Icy Boarding Pike +1, Spring Blade +1,
    Deck: 18 Discard: 1 Buried: 0
    NOTES:
    Available Support: Benevolent Buckler: Reveal this card to reduce Ranged Combat damage dealt to a character at your location by 2.
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy, Clockwork Spy, Cockroach Coat, Shy Ratani, Mask of the Red Raven, Masque, Psychic Detective, Gambeson, Eando Kline, Blessing of the Ancients 2, Quick-Change Mask
    Recharged: Blessing of the Ancients 1, Deckhand, Mindblade, Quartermaster, Lookout, Kukri, Lockpick Shield,
    Discard Pile: Blessing of Cayden Cailean,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

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

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

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


    deck handler desired upgrades Spell 2, Ally 2

    Find Traps received. Aid cast. BoMilani discarded.
    divene 6 to recover aid: 1d10 + 1d4 + 5 ⇒ (1) + (3) + 5 = 9

    Blessing of Erastil in effect. Hand Seoni Blessing of the Spellbound (1) Move to Hall of Champions taking Seoni with me.

    Bury Aid to heal Seoni in place of first Explore: 1d4 ⇒ 1

    Discard Blessing of Gozreh to explore.

    Hall of Champions Card 1 (Bunyip): Bunyip:

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

    Wisdom 9 BYA revealing an animal: 1d10 + 1d4 + 2 ⇒ (9) + (4) + 2 = 15 Draw a card due to location: Crow.

    combat 9 displaying Sphere of Fire, Seoni reveals Binder's Tome, revealing an animal: 1d10 + 6 + 2d4 + 5 ⇒ (5) + 6 + (2, 1) + 5 = 19 Draw a card due to location: Blessing of the Spellbound (3)

    Discard Cut-Throat Grok to explore.

    Hall of Champions Card 2: Tiger Shark:

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

    combat 11 displaying Sphere of Fire, Seoni reveals Binder's Tome, revealing an animal: 1d10 + 6 + 2d4 + 5 ⇒ (4) + 6 + (2, 2) + 5 = 19 Draw a card due to location: Imp. Display Imp to draw 1 card: Bestiary of Garund.

    Discard Crow to explore.

    Hall of Champions Card 3: 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.

    Banished. Discard Blessing of the Spellbound (3) to explore.

    Hall of Champions Card 4: 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.

    Auto acquire. Draw a card due to armor effect: Cure. Not drawing from location.

    cast Cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

    Discard Blessing of the Spellbound (2) to explore.

    Hall of Champions Card 5: Blunderbuss:

    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

    ranged 8 revealing an animal: 2d4 ⇒ (2, 2) = 4

    Discard Blessing of Sivanah to explore.

    Hall of Champions Card 6: 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.

    Banished.

    Maznar ends his turn.

    Maznar attempts to recover all cards in his Recovery pile.
    Cure: Divine 8: 1d10 + 1d4 + 5 ⇒ (3) + (3) + 5 = 11 -> Cure recharged.
    Sphere of Fire: Divine 9: 1d10 + 1d4 + 5 ⇒ (4) + (3) + 5 = 12 -> Sphere of Fire recharged.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Djinni Quarterstaff, Frigid Blast, Pyrotechnic Blast, Find Traps, Cloth Armor, Bestiary of Garund, Mastiff,

    Displayed:
    Deck: 9 Discard: 6 Buried: 1
    Hero Points: 2
    "NOTES:
    Available Support: Blessings are available for use.

    Find Traps: Discard a card to add 2 dice to any check to defeat a barrier.
    Movement: Move me to the NA if my location closes.
    Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frilled Lizard, Armor of the Sands, Aid (2), Cut-Throat Grok, Blessing of the Spellbound (3), Fireblade
    Recharged: Imp, Cure, Sphere of Fire,
    Discard Pile: Call Weapon, Blessing of Milani, Blessing of Gozreh, Blessing of the Spellbound (2), Crow, Blessing of Sivanah,
    Buried Pile: Aid (1),
    "
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Hall of Champions card 4 acquired.
    Hall of Champions cards 1-3, 5, and 6 banished.

    Seoni handed Blessing of the Spellbound (1)
    Seoni moved to Hall of Champions.
    Seoni healed for 1.


    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: 2x Spell

    Scenario Level (#): 2

    Turn: 5, Zova/NathanDavis

    Random Cards:

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

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

    Spoiler:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

    Spoiler:
    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:
    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.

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

    Weapons
    Spoiler:
    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:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

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

    Spoiler:
    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:
    Keen Falcata +1
    SS
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Spells
    Spoiler:
    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:
    Animated Weapon
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    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:
    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:
    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.

    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:
    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.

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

    Spoiler:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    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.
    Hourglass Card 2 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 3 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 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.
    Hourglass Card 6 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 7 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 8 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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.
    Hourglass Card 10 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 11 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 12 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 12 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.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 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.
    Hourglass Card 14 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 14 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.
    Hourglass Card 15 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 16 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 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.
    Hourglass Card 18 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 18 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.
    Hourglass Card 19 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 20 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.
    Hourglass Card 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 22 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 22 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.
    Hourglass Card 23 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 24 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 24 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Harbor Card 1 (Giant Rock Crab):
    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.
    Harbor Card 2:
    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.
    Harbor Card 3:
    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.
    Harbor Card 4:
    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.
    Harbor Card 5:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
    Harbor Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 7:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
    Harbor Card 8:
    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.
    Harbor Card 9:
    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.
    Harbor Card 10:
    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.

    Location #2: Docks
    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 #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Tempest Cay Card 1 (Buccaneer):
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Location #6: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Maznar/Bigguyinblack, Seoni/EmpTyger, None
    Hall of Champions Card 1:
    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.
    Hall of Champions Card 2:
    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.
    Hall of Champions Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 4:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #7: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/NathanDavis, None

    Location #9: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, None


  • Female Human Sorcerer/Element Master Deck Handler

    (During Maznar’s turn)
    Rotgut is healed

    Seoni had come to appreciate the dwarven druid, who understood how to replenish both the sorcerer’s health and her magical reserves.

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Magic Chain Shirt, Cleric of Nethys, Sphere of Fire, Bound Elemental, Blessing of Pharasma (discard to bless/double bless if spell is cast), Pyrotechnic Blast, Blessing of the Spellbound 4 (discard to bless, recharge if Arcane/Divine),

    Displayed:
    Deck: 14 Discard: 3 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

    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: 3


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

    Abaday

    Zova sets out to the harbor to reason with a Giant Crab.
    Display Aspect of the Mouse. Recharge Wintervine to evade
    Zova hides until the Crab goes away.

    Discard Blessing of Green Faith to explore
    Shuffle Explore: 1d10 ⇒ 1
    The Giant Crab returns and Zova hides again.
    Recharge Erutaki Coat to evade

    Discard Blessing of the Gods to explore
    Shuffle Explore: 1d10 ⇒ 1
    This is a persistent crab.
    Recharge Blessing of the Gods to evade

    Discard Hydraulic Push to move back to Location #8: Astral Rift

    Recovery: Recharge Aspect of the Mouse

    Zova wrote:

    Hand: Aspect of the Snake, Onyx of Constitution, Cloud Puff, Angelstep, Vulture, Fire Gecko, Crow (Core),

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Astral Rift
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchet, Blessing of the Green Faith (2)
    Recharged: Parrot, Porcupine (Core), Aspect of the Hawk, Wintervine, Erutaki Coat, Blessing of the Gods, Aspect of the Mouse,
    Discard Pile: Blessing of the Green Faith, Blessing of the Gods (I), Hydraulic Push,
    Buried Pile: Fox (Core),

    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 Sorcerer/Element Master Deck Handler

    (Seoni’s turn)
    Blessing 1: Abadar o’clock
    Giving Maznar back his Blessing of the Spellbound
    Moving to Tempest Cay, taking Maznar

    Exploring Tempest Cay 9: Buccaneer

    Buccaneer:
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Displaying and banishing Sphere of Fire to recovery, revealing Binder’s Tome. Maznar reveals Animal
    Combat 8+2=10: 1d12 + 4 + 2d6 + 1d4 + 1d4 ⇒ (12) + 4 + (1, 2) + (2) + (2) = 23
    Buccaneer is banished
    Closing Tempest Cay: Maznar reveals Animal
    Knowledge 7: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8
    Tempest Cay is closed. Building Astral Rift 10
    Random location: 1d10 ⇒ 7
    Moving to Sea Fort, taking Maznar

    Seoni returned to Tempest Cay, clearing out the last of the pirates with some well placed fireballs. “Just in time,” observed the sorcerer. Another astral rift opened, but the tempest picked up, and Seoni took shelter in the fort.

    Ending turn. Shuffling Random Monster 1 and Blessing 1 of Abadar into Astral Rift 10.
    Recovery: Discarding Sphere of Fire instead of recharging. Resetting hand

    Seoni wrote:

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

    Displayed:
    Deck: 14 Discard: 4 Buried: 0
    Notes: Move Seoni with Maznar
    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

    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: 3


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

    It is the hour of the Gods.

    Move Step: Move to Harbor
    Red Raven power: examine top card of Harbor
    Harbor: 1d10 ⇒ 3
    Draw Captain's Cutlass 1 from Kit. Stow Sharper in Kit.
    Free explore:

    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.

    Recharge Captain's Cutlass 2
    Dex 5+2=7: 1d10 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13

    Recharge Compass to move to Location 10 Astral Rifts, then examine top card
    1 is random monster 1, 2 is blessing of Abadar: 1d2 ⇒ 1

    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.

    Change to Aric
    Draw Icy Boarding Pike +1 from Kit. Stow Benevolent Buckler

    End turn, reset hand

    Astral Rifts 8 has no cards and is occupied by Zova. Astral Rifts 9 is unoccupied and now has a random monster and Blessing of the Gods added to it. Astral Rifts 10 is occupied by Aric and has Giant Moray Eel on top and Blessing of Abadar beneath it. There are two remaining open locations, so the Astral Rifts scenario power is not triggered.

    Aric wrote:

    Hand: Icy Boarding Pike +1, Captain's Cutlass 1, Quick-Change Mask, Shy Ratani, Eando Kline, Blessing of the Spy,

    Displayed:
    Current Location: Sea Fort
    Kit: Sharper, Benevolent Buckler, Spring Blade +1,
    Deck: 16 Discard: 1 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gambeson, Masque, Clockwork Spy, Cockroach Coat, Blessing of the Ancients 2, Psychic Detective, Mask of the Red Raven
    Recharged: Blessing of the Ancients 1, Deckhand, Mindblade, Quartermaster, Lookout, Kukri, Lockpick Shield, Captain's Cutlass 2, Compass,
    Discard Pile: Blessing of Cayden Cailean,
    Buried Pile:

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

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

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

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


    deck handler desired upgrades Spell 2, Ally 2

    Unsure of what hour it is.

    Pass Bestiary of Garund to Seoni. Travel to Hall of Champions Taking her with me.

    Hall of Champions Card 1: 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.

    dexterity 3 revealing an animal: 2d4 ⇒ (3, 3) = 6
    Draw a card due to location effect: Frilled Lizard. Display Mastiff to draw 2 cards: Fireblade and Armor of the Sands. Discard Blessing of the Spellbound (1) to explore/.

    Hall of Champions Card 2: 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.

    Fortitude 6 revealing an animal: 1d8 + 1d4 + 1 ⇒ (5) + (3) + 1 = 9

    Draw a card due to location effect: Cut-Throat Grok. Discard Cut-Throat Grok to explore.

    Hall of Champions Card 3: Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    combat 8 +2 +2 casting Fireblade, revealing an animal, Seoni reveals Binder's Tome, recharge Armor of the Sands: 1d10 + 5d4 + 5 ⇒ (6) + (1, 3, 1, 1, 1) + 5 = 18

    display Shortbow plus more random weapons to close: 1d4 + 1 ⇒ (4) + 1 = 5

    Rift location 11 created. Move Maznar and Seoni to it. Astral Rift 9 has a monster and a blessing added to it then 1 card from it is shuffled into Harbor.

    Maznar ends his turn. Mastiff is discarded.

    Maznar attempts to recover all cards in his Recovery pile.
    Fireblade: Divine 8: 1d10 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10 -> Fireblade recharged.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Djinni Quarterstaff, Frigid Blast, Pyrotechnic Blast, Find Traps, Cloth Armor, Magic Buckler, Frilled Lizard,

    Displayed:
    Deck: 7 Discard: 9 Buried: 1
    "Current Location: Astral Rift #11
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Find Traps: Discard a card to add 2 dice to any check to defeat a barrier.
    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): Aid (2), Blessing of the Spellbound (3)
    Recharged: Imp, Cure, Sphere of Fire, Armor of the Sands, Fireblade,
    Discard Pile: Call Weapon, Blessing of Milani, Blessing of Gozreh, Blessing of the Spellbound (2), Crow, Blessing of Sivanah, Blessing of the Spellbound (1), Cut-Throat Grok, Mastiff,
    Buried Pile: Aid (1),
    "
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Hall of Champions cards 1 and 2 acquired.
    Hall of Champions closed.
    Shortbow + 5 random weapons added to Hall of Champions.
    Astral Rift location 11 created and both Seoni and Maznar are there.
    Astral Rift location 8 had a blessing and a monster added to it then 1 card from it got shuffled into Harbor.

    Seoni was handed Bestiary of Garund.


    @Maznar; the order of the hours never changed. The extra blessings into the Astral Rifts come from the top of the Blessings Discard Pile. Additionally, as a result of this; it's open knowledge which blessings are in the Astral Rift, so I've labelled them appropriately.

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: 2x Spell

    Scenario Level (#): 2

    Turn: 9, Zova/NathanDavis

    Random Cards:

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

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

    Spoiler:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

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

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

    Weapons
    Spoiler:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

    Spoiler:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    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:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 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:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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 Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

    Spoiler:
    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.

    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 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 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.

    Current Hour:

    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.

    Hours Remaining: 20

    Hourglass

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

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: (? = Card from Astral Rift 8)

    Harbor Card 1:
    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.
    Harbor Card 2:
    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.
    Harbor Card 3:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Harbor Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Harbor Card 5:
    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.
    Harbor Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 7:
    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.
    Harbor Card 8:
    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.
    Harbor Card 9:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
    Harbor Card 10:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Location #2: Docks
    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 #3: Tempest Cay
    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 #6: Hall of Champions
    Closed
    At This Location: Add 1d6 to your checks to acquire weapons.
    M: 0 Ba: 0 W: 6 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Hall of Champions 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.
    Hall of Champions Card 2:
    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.
    Hall of Champions Card 3:
    Tidewater Cutlass +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee check + 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.
    Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
    Hall of Champions Card 4:
    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.
    Hall of Champions Card 5:
    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.
    Hall of Champions Card 6:
    Throwing Axe
    SS
    Weapon B
    Traits:
    Axe
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #7: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/NathanDavis, None

    Location #9: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: (Blessing of Hshurha (?), Blessing of the Gods (?))

    Astral Rift Card 1:
    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.
    Astral Rift Card 2:
    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.
    Astral Rift Card 3:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Location #10: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, None
    Astral Rift Card 1 (Giant Moray Eel):
    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.
    Astral Rift Card 2 (Blessing of Abadar):
    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.

    Location #11: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Maznar/Bigguyinblack, Seoni/EmpTyger, None


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

    Hour of the Gods

    Zova moves to Location #9: Astral Rift to seek aquatic blessings.
    Free Explore
    And low and behold a Blessing of Hshurha guides her path.
    Recharge Crow
    Survival 7: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13
    The Crow steers Zova true.

    Discard Onyx of Constitution to Move to Harbor
    Discard Vulture to Explore
    The Vulture is pecking at a set of Magic Leather Armor
    Fortitude 2: 1d8 + 1 ⇒ (5) + 1 = 6
    Zova'll take the armor.
    Any one character may move. I'm assuming Maznar moves to Astral Rift 9?

    Bury/Recovery Angelstep
    Shuffle in Cards: 1d4 + 1 ⇒ (2) + 1 = 3
    Hydraulic Push, Vulture, and Onyx of Constitution

    Discard Blessing of Hshurha to explore
    Another lost pirate, the Master Gunner. Zova has little interest for his kind.
    Charisma 8: 1d6 ⇒ 1

    Discard Fire Gecko to explore
    A Potion of Heroism for sale. Zova's no hero.
    Intelligence 7: 1d6 ⇒ 4

    Discard Magic Leather Armor to move to back to #8: Astral Rift

    Zova ends Her turn.

    Zova attempts to recover all cards in Her Recovery pile.
    Angelstep: 9: 1d8 + 4 ⇒ (1) + 4 = 5 -> Angelstep buried.

    Zova resets Her hand.

    Zova wrote:

    Hand: Hatchet, Aspect of the Snake, Aspect of the Mouse, Hydraulic Push, Erutaki Coat, Wintervine, Cloud Puff, Blessing of the Gods,

    Displayed:
    Deck: 7 Discard: 5 Buried: 2
    Current Location: Astral Rift 8
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Parrot, Blessing of the Green Faith (2), Vulture, Aspect of the Hawk, Porcupine (Core), Onyx of Constitution, Crow (Core)
    Recharged:
    Discard Pile: Blessing of the Green Faith, Blessing of the Gods (I), Fire Gecko, Blessing of Hshurha, Magic Leather Armor,
    Buried Pile: Fox (Core), Angelstep,

    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).


    Maznar moved to Location 9 Astral rift if he wants.
    Location #9: Astral Rift Acquired 1
    Harbor: Acquired 1. Banished 2 and 3


    deck handler desired upgrades Spell 2, Ally 2

    Maznar will move to rift #9 on Zova's turn. All rifts are occupied.


    Female Human Sorcerer/Element Master Deck Handler

    Blessing 1: Sivanah o’clock
    Moving to Harbor
    Exploring Harbor 4: 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.

    Blessing of the Gods is acquired
    The pirates were assailing the harbor, but with a god-sent favorable wind, Seoni sailed the Thresher through their attacks.

    Discarding Blessing of the Gods to explore Harbor 5: Potion of Fortitude

    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.

    INT 4: 1d8 ⇒ 4
    Potion of Fortitude is acquired
    The harbormaster had only a potion to offer Seoni, but she took it nonetheless.

    Discarding Blessing of Pharasma to explore Harbor 6: Buccaneer

    Buccaneer:
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Banishing Pyrotechnic Blast to recovery, revealing Binder’s Tome
    Combat 8+2=10: 1d12 + 4 + 2d4 + 1d4 ⇒ (7) + 4 + (2, 1) + (4) = 18
    Buccaneer is banished.
    Closing Harbor: Shuffling Magic Chain Shirt into Harbor.
    Harbor is closed

    With a fiery blast, the buccaneers were thrown into the water. Seoni gave her magic armor to the harbormaster. "Give me a call if they come back."

    We win!


    COMPLETED SCENARIO 10–00D: ASTRAL REAVERS

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

    SCENARIO REWARD:

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

  • Each character adds a random card from the game box to the cards acquired during this scenario, and Adventure Card Guild characters may choose a bonus deck upgrade:
  • If you defended culture, add a non-Basic ally or non-Basic blessing.
  • If you defended fortifications, add a non-Basic weapon or non-Basic armor.
  • If you defended goods, add a non-Basic spell or non-Basic item.

  • If you replay this scenario, you may receive rewards for any selection you have not previously completed.

  • 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 10-00D Boon Roll: 1d20 ⇒ 19 -> No effect.

    DEVELOPMENT:

    You’ve stopped the pirates attacking the tapestry, but the hag Aslynn and her mysterious agent are still at large.

    To put a stop to their schemes and bring them to justice, you’ll have to go in after them.

    ACQUIRED CARDS:

    Parrot (Ally B)
    Quartermaster (Ally B)
    Deckhand (Ally B)
    Old Salt (Ally B)
    Surgeon (Ally B)
    Cut-Throat Grok (Ally 1)
    Rotgut (Ally 2)

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

    Blessing of the Gods (Blessing B)
    Blessing of Gozreh (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Sivanah (Blessing B)
    Blessing of Cayden Cailean (Blessing B)
    Blessing of Hshurha (Blessing 2)

    Onyx of Constitution (Item B)
    Potion of Fortitude (Item B)

    Buoyancy (Spell B)
    Aid (Spell B)
    Find Traps (Spell B)
    Aid (Spell B)
    Call Weapon (Spell B)
    Hydraulic Push (Spell 1)

    Shortbow (Weapon B)
    Icy Boarding Pike +1 (Weapon B)
    Cutlass +1 (Weapon B)


  • I've started you all in Docks for now, but you may change that as needed.

    Finalize your deck upgrades, and then you can start whenever you're ready! I'll be free to resume regular update posting in just over a day from now.

    Starting Plunder Roll: 1d6 ⇒ 2 -> Spell stashed.

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: 1x Spell

    Scenario Level (#): 2

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

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

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

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

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spoiler:
    Tidewater Cutlass +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee check + 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.
    Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

    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:
    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:
    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.

    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:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard 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:
    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:
    Safe Harbor
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Healing
    To Acquire:
    Intelligence
    Arcane 8
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    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:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Blessing of 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.

    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.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

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

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Harbor Card 1:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Harbor Card 2:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 3:
    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.
    Harbor 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.
    Harbor Card 5:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Harbor Card 6:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    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.
    Harbor Card 7:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Harbor Card 8:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Harbor Card 9:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Harbor Card 10:
    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.

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Aric/AbrahamZ, Maznar/Bigguyinblack, Zova/NathanDavis, None
    Docks Card 1:
    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.
    Docks Card 2:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Docks Card 3:
    Spyglass
    SS
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Docks Card 4:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Docks Card 5:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
    Docks Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Docks Card 7:
    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.
    Docks Card 8:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Docks Card 9:
    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_
    Docks Card 10:
    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.

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tempest Cay Card 1:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Tempest Cay Card 2:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 3:
    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.
    Tempest Cay Card 4:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Tempest Cay Card 5:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Tempest Cay Card 8:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Tempest Cay Card 9:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Tempest Cay Card 10:
    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.

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None
    House of Stolen Kisses Card 1:
    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.
    House of Stolen Kisses Card 2:
    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.
    House of Stolen Kisses Card 3:
    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.
    House of Stolen Kisses Card 4:
    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.
    House of Stolen Kisses Card 5:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 6:
    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.
    House of Stolen Kisses Card 7:
    Animated Weapon
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    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.
    House of Stolen Kisses Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 10:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Location #5: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Theater of Corruption Card 1:
    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.
    Theater of Corruption Card 2:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Theater of Corruption 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.
    Theater of Corruption Card 4:
    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.
    Theater of Corruption Card 5:
    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.
    Theater of Corruption Card 6:
    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.
    Theater of Corruption Card 7:
    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.
    Theater of Corruption Card 8:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 9:
    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.
    Theater of Corruption Card 10:
    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.


  • deck handler desired upgrades Spell 2, Ally 2

    Docks seems fine.

    Maznar wrote:

    Hand: Pyrotechnic Blast, Blessing of Sivanah, Sphere of Fire, Frigid Blast, Blessing of the Spellbound (1), Blessing of Milani, Bestiary of Garund,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Docks
    Hero Points: 3"
    "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 Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    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): Life Drain, Frilled Lizard, Djinni Quarterstaff, Blessing of the Spellbound (2), Imp, Crow, Armor of the Sands, Cure, Blessing of the Spellbound (3), Mastiff
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Assuming Aric doesn't have an animal to hand me I'll discard Frigid Blast to search for Mastiff and draw it.


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

    Docks is fine with me. No animal in hand for Maznar. Starting hand posted. Will try to take my turn later today sometime.

    Aric wrote:

    Hand: Captain's Cutlass 1, Cockroach Coat, Masque, Clockwork Spy, Blessing of the Ancients 1, Blessing of the Ancients 2,

    Displayed:
    Current Location: Docks
    Kit: Blessing of Zon-Kuthon, Sharper, Lookout,
    Deck: 12 Discard: 0 Buried: 0
    NOTES:
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spring Blade +1, Gambeson, Lockpick Shield, Psychic Detective, Quick-Change Mask, Captain's Cutlass 2, Mask of the Red Raven, Mindblade, Shy Ratani, Menacing Backsword +1, Eando Kline, Compass
    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

    It is the hour of Gorum.

    SoT: Change to Red Raven
    Move Step: remain at Docks
    Red Raven power: examine Docks 1
    Change to Aric

    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.

    Maznar reveals animal to add +1d4
    Knowledge 6: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8

    Treasure Map power: examine Docks 2; Treasure Map power: add it to my hand

    Magic Wooden Armor:

    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Display Clockwork Spy to examine, then explore, Docks 3
    Draw Sharper from Kit. Stow Magic Wooden Armor in Kit.

    Spyglass:

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

    Maznar reveals animal to add +1d4
    Perception 4: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13
    Reveal Sharper to banish and draw random replacement from the box
    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.

    Discard Conch Shell to examine Tempest Cay 1
    Draw Lookout from Kit. Stow Blessing of the Ancients 2 in Kit.

    Boatswain:

    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Maznar reveals animal to add +1d4
    Recharge Conch Shell? Perception 7: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11

    Recharge Lookout to examine Docks 4
    Change to Red Raven
    Draw Magic Wooden Armor from Kit. Stow Sharper in Kit.

    Pepperbox:

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

    Maznar reveals animal to add +1d4
    Dex 9: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 banished

    Display Cockroach Coat

    End turn
    Red Raven power: examine Docks 5
    Change to Aric

    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.

    Reset hand, recharging Magic Wooden Armor

    Aric wrote:

    Hand: Captain's Cutlass 1, Menacing Backsword +1, Quick-Change Mask, Compass, Psychic Detective, Blessing of the Ancients 1,

    Displayed: Clockwork Spy, Cockroach Coat,
    Current Location: Docks
    Kit: Blessing of Zon-Kuthon, Sharper, Blessing of the Ancients 2,
    Deck: 11 Discard: 1 Buried: 0
    NOTES:
    Available Support: Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.

    BoAncients: will recharge rather than discard if hourglass has Basic trait.
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gambeson, Shy Ratani, Mindblade, Mask of the Red Raven, Captain's Cutlass 2, Spring Blade +1, Lockpick Shield, Eando Kline
    Recharged: Conch Shell, Lookout, Magic Wooden Armor,
    Discard Pile: Masque,
    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.)

    Notes:

  • Docks 1-4 are gone
  • Docks 5 is known: Besmara's Bones, an item 2 that seems pretty useful for this scenario. Wis/Survival 8 to acquire.
  • Tempest Cay 1 is known: Boatswain.


  • Female Human Sorcerer/Element Master Deck Handler

    Gaining Hero Point
    Forfeiting upgrade
    Starting at Maznar's location

    Seoni did not let herself get distracted by the astral rifts, regrouping with Maznar to embark on the defense of the tapestry's civilization.

    Seoni wrote:

    Hand: Pyrotechnic Blast, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Cleric of Nethys, Sphere of Fire, Surgeon (recharge to heal 1 local), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Clinging Venom,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Move with Maznar
    Ask before using: Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Surgeon; 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: 4


    deck handler desired upgrades Spell 2, Ally 2

    Blessing of Cayden Cailean in effect. At the start of Aric's turn Frigid Blast discarded to draw Mastiff.

    Hand Blessing of the Spellbound (1) to Seoni.

    Docks Card 5: Besmara's Bones:

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

    Survival 8 revealing an animal: 1d10 + 1d4 + 4 ⇒ (3) + (4) + 4 = 11

    Display next to my ship. End turn.

    Maznar wrote:

    Hand: Pyrotechnic Blast, Blessing of Sivanah, Sphere of Fire, Mastiff, Imp, Blessing of Milani, Bestiary of Garund,

    Displayed: Besmara's Bones,
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Docks
    Hero Points: 3"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    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): Crow, Blessing of the Spellbound (3), Blessing of the Spellbound (2), Frilled Lizard, Cure, Life Drain, Djinni Quarterstaff, Armor of the Sands
    Recharged:
    Discard Pile: Frigid Blast,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Fortitude Constitution +1 "
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    "Divine Wisdom +3 "
    "Survival Wisdom +2 "
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Docks card 5 acquired and displayed.

    Seoni passed Blessing of the Spellbound (1)


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

    Starting Hand

    Zova wrote:

    Hand: Aspect of the Mouse, Erutaki Coat, Wintervine, Cloud Puff, Fire Gecko, Crow (Core), Blessing of the Gods,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0

    Abaday

    Give Card to Seoni: Blessing of the Gods

    Free Explore
    Yet another Buccaneer looks for Zova's wrath.
    Reveal Maznar's Mastiff. Reveal Fire Gecko. Recharge Aspect of the Mouse
    Combat 8+2: 1d6 + 1d4 + 1d4 + 1d8 + 5 ⇒ (1) + (1) + (4) + (1) + 5 = 12
    Bury Crow to Close
    Examine Theater of Corruption: Blood Moon Pirate

    Move all to new Astral Rift Location

    Zova wrote:

    Hand: Beaststrike Club, Aspect of the Hawk, Erutaki Coat, Wintervine, Cloud Puff, Thylacine, Fire Gecko, Blessing of the Green Faith (2),

    Displayed:
    Deck: 6 Discard: 0 Buried: 1
    Current Location: Astral Rift 1
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Angelstep, Fox (Core), Aspect of the Snake, Blessing of the Green Faith, Porcupine (Core)
    Recharged: Aspect of the Mouse,
    Discard Pile:
    Buried Pile: Crow (Core),

    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 the Gods
    Closed Docks, moved everyone to Astral Rift
    Examined Theater of Corruption 1


    Female Human Sorcerer/Element Master Deck Handler

    Blessing 3: Milani o’clock
    Moving to Tempest Cay, taking Aric and Maznar
    Explore Tempest Cay 1: Boatswain

    Boatswain:
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Revealig Binder’s Tome. Maznar reveals Animal
    CHA 9: 1d12 + 2 + 1d4 + 1d4 ⇒ (4) + 2 + (3) + (3) = 12
    Boatswain is acquired. Drawing Safe Harbor

    With Dara still MIA, Seoni promoted a dwarf to serve as boatswain.

    Discarding Blessing of thee Spellbound to explore Tempest Cay 2: Buccaneer

    Buccaneer:
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Discarding Safe Harbor to draw Blessing of the Spellbound
    Banishing Clinging Venom to recovery, revealing Binder’s Tome. Maznar reveals Animal
    Combat 8+2=10: 1d12 + 4 + 1d8 + 1d4 + 1d4 ⇒ (2) + 4 + (6) + (2) + (2) = 16
    Buccaneer is banished
    Closing Tempest Cay: Discarding Blessing of the Spellbound. Maznar reveals Animal
    Knowledge 7: 2d8 + 2 + 1d4 ⇒ (5, 1) + 2 + (3) = 11
    Tempest Cay is closed. Building Astral Rift 7
    Random Location: 1d7 ⇒ 3
    Remaining at Tempest Cay
    Recharging Surgeon to heal Safe Harbor.

    The pirates attempted to storm tempest cay, but Seoni blasted them with astral sickness, keeping the Thresher upwind to prevent any blowback. Her ship was protected from the tempests, and the surgeon ensured none of the crew suffered ill effects. But the rift widened.

    Ending turn. Blessing of Milani and Random Monster 1 shuffled into Astral Rift 7. Recovery: Discarding Clinging Venom instead of recharging

    Seoni wrote:

    Hand: Pyrotechnic Blast, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Cleric of Nethys, Sphere of Fire, Boatswain (recharge to examine top of my location), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Blessing of the Gods (discard to bless/copy top blessing),

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Notes: Move with Maznar
    Ask before using: Blessing of the Gods; Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Boatswain; 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: 4


    As mentioned in Hangouts; I'm not sure how Aric's Lookout examination turned into an exploration. If he used another card then that's fine; if it was a mistake then I recommend he skip his next free exploration to make up for it.

    Also (and I recognize this came up in the last scenario too); I'm pretty sure you can still move to the newly-created Astral Rift even if you closed Tempest Cay. Both the scenario rule and Tempest Cay have an effect that can or will move you when Tempest Cay is permanently closed; I don't think there's anything wrong with first being moved from the Tempest Cay closure, then building the Rift and moving to it from the scenario power.

    Otherwise, if the two moves are considered 'in conflict' and you can only do one, then the scenario power should (if you choose to use it) overrule the location anyway, as the Golden Rules state that the storybook (and thus scenario powers) overrules cards (and thus locations). Still, I can look into it if you want - EmpTyger has certainly corrected me on rulings regarding locations and movement before.

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    Reduce Structural damage dealt to this ship by an additional 1. (Besmara's Bones displayed)
  • 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
  • At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

  • To win the scenario, close all locations

    Additional Rules: =
    Plunder: 1x Spell

    Scenario Level (#): 2

    Turn: 5, Aric/AbrahamZ

    Random Cards:

    Monsters
    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.

    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:
    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.

    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:
    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.

    Barriers
    Spoiler:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

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

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

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

    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:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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:
    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:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

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

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

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

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

    Spoiler:
    Astrolabe
    SS
    Item 1
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 7
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Spoiler:
    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.

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

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

    Allies
    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:
    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.

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

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

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

    Current Hour:

    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.

    Hours Remaining: 25

    Hourglass

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

    Location #1: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Harbor Card 1:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Harbor Card 2:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 3:
    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.
    Harbor 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.
    Harbor Card 5:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Harbor Card 6:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    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.
    Harbor Card 7:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Harbor Card 8:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Harbor Card 9:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Harbor Card 10:
    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.

    Location #2: Docks
    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 #3: Tempest Cay
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Aric/AbrahamZ, Maznar/Bigguyinblack, None

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    House of Stolen Kisses Card 1:
    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.
    House of Stolen Kisses Card 2:
    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.
    House of Stolen Kisses Card 3:
    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.
    House of Stolen Kisses Card 4:
    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.
    House of Stolen Kisses Card 5:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 6:
    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.
    House of Stolen Kisses Card 7:
    Animated Weapon
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    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.
    House of Stolen Kisses Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 10:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Location #5: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: (Please ignore Astral Rift locations for "When Closing")
    Theater of Corruption Card 1 (Blood Moon Pirate):
    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.
    Theater of Corruption Card 2:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Theater of Corruption 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.
    Theater of Corruption Card 4:
    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.
    Theater of Corruption Card 5:
    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.
    Theater of Corruption Card 6:
    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.
    Theater of Corruption Card 7:
    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.
    Theater of Corruption Card 8:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 9:
    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.
    Theater of Corruption Card 10:
    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.

    Location #6: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/NathanDavis, None

    Location #7: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: (Blessing of Milani)

    Astral Rift Card 1:
    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.
    Astral Rift Card 2:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.


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

    It is the hour of the Gods

    SoT: Change to Red Raven
    Draw BoAncients 2 from Kit. Stow Menacing Backsword in Kit.

    Move Step: Move to Harbor taking Seoni and Maznar
    Red Raven power: examine Harbor 1
    Draw Sharper from Kit. Stow Compass in Kit.
    Free explore, Harbor 1

    Quarterstaff:

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

    Maznar reveals animal to add +1d4
    Str 3: 1d6 + 1d4 ⇒ (1) + (3) = 4
    Reveal Sharper to banish Quarterstaff and draw random weapon
    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.

    Recharge (because Hour is basic) BoAncients 2 to examine, then explore, Harbor 2
    Draw Compass from Kit. Stow Sharper in Kit.

    Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Maznar reveals animal to add +1d4
    Seoni reveals Binder's Tome to add +1d4
    Reveal Musket
    Combat 8+2=10: 1d10 + 3 + 1d10 + 2d4 ⇒ (7) + 3 + (3) + (3, 1) = 17
    Shuffle Musket?: 1d12 ⇒ 6 Not shuffled.

    Harbor Close condition: Choose an open location deck. Shuffle a boon from your hand into that deck.Shuffle BoAncients 1 into House of Stolen Kisses (until next Yewstance update this is House Card 11
    Harbor is closed
    Harbor Power: On closing, you may give a card to a character at another location. Give Musket to Zova
    Scenario Power: Summon and build Location 8: Astral Rift. Move there, taking Seoni and Maznar.

    Recharge Compass to move Red Raven (but NOT Seoni or Maznar) to Location 7 Astral Rift
    Compass Power: examine Location 7 Astral Rift 1: Blessing of Milani
    Draw Blessing of Zon-Kuthon from Kit. Stow Psychic Detective in Kit.
    Change to Aric.

    End turn.
    Because no Astral Rifts are unoccupied, scenario power does not trigger
    Reset hand

    Aric wrote:

    Hand: Captain's Cutlass 1, Captain's Cutlass 2, Lockpick Shield, Quick-Change Mask, Mindblade, Blessing of Zon-Kuthon,

    Displayed: Clockwork Spy, Cockroach Coat,
    Current Location: Astral Rift 7
    Kit: Sharper, Psychic Detective, Menacing Backsword +1,
    Deck: 10 Discard: 1 Buried: 0
    NOTES:
    Available Support: Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.

    BoZon-Kuthon: +2 dice for Con or Finesse checks
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mask of the Red Raven, Eando Kline, Shy Ratani, Spring Blade +1, Gambeson
    Recharged: Conch Shell, Lookout, Magic Wooden Armor, Blessing of the Ancients 2, Compass,
    Discard Pile: Masque,
    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.)

    Notes:

  • Harbor is closed
  • Blessing of the Ancients 1 has been shuffled into House of Stolen Kisses
  • Gave Musket to Zova
  • Location 8 Astral Rift has been built and Seoni and Maznar are there
  • Aric is at Location 7 Astral Rift
  • No cards were added to any of the Astral Rifts, and no cards were taken from the Astral Rifts and added to open locations.


  • deck handler desired upgrades Spell 2, Ally 2

    Blessing of Erastil in effect.

    Maznar displays Imp to draw 2 cards: Cure and Djinni Quarterstaff.

    Move to House of Stolen Kisses taking Seoni with me.

    random card: 1d11 ⇒ 7

    House of Stolen Kisses Card 7: Animated Weapon:

    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    divine 8 revealing an animal: 1d10 + 1d4 + 5 ⇒ (8) + (2) + 5 = 15

    Discard Animated Weapon to draw Frilled Lizard. Display Mastiff to draw 2 cards: Life Drain, Blessing of the Spellbound (2). Discard Blessing of the Spellbound (2) to explore.

    random card ignoring 7: 1d11 ⇒ 6

    House of Stolen Kisses Card 6: 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.

    survival 6 revealing an animal: 1d10 + 1d4 + 4 ⇒ (5) + (4) + 4 = 13

    Discard Bestiary of Garund to location effect. Discard Frilled Lizard to explore.

    random card ignoring 6 and 7: 1d11 ⇒ 5

    House of Stolen Kisses Card 5: Deckhand:

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

    charisma 6 revealing an animal, Seoni reveals Binder's Tome: 1d6 + 2d4 ⇒ (4) + (4, 4) = 12

    Discard Djinni Quarterstaff to location effect. Discard Deckhand to explore.

    random card ignoring 5 - 7: 1d11 ⇒ 11

    House of Stolen Kisses Card 11: Aric's Blessing of the Ancients:

    Divine 3 to acquire

    Auto pass divine 3 to acquire.

    cure targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

    Discard Blessing of the Ancients to examine then explore.

    random card ignoring 5 - 7: 1d10 ⇒ 7
    random card ignoring 5 - 7: 1d10 ⇒ 1

    House of Stolen Kisses Card 1: 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.

    BYA display Coral Capuchin.

    Recharging Seoni's Blessing of the Spellbound.

    combat 13 casting Life Drain, recharging Seoni's Blessing of the Spellbound, reveling Seoni's Binder's Tome: 2d10 + 3d4 + 5 ⇒ (2, 5) + (2, 4, 1) + 5 = 19

    Heal Blessing of the Ancients. Bury Coral Capuchin due to defeated text. Discard Pyrotechnic Blast to search deck for Crow and draw it. Discard Blessing of Sivanah to explore.

    random card ignoring 5 - 7: 1d9 + 1 ⇒ (9) + 1 = 10

    House of Stolen Kisses Card 10: Hull Damage:

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

    Recharging Zova's Blessing of the Green Faith.

    Intelligence 6 +3 recharging Zova's Blessing of the Green Faith, revealing an animal: 2d6 + 1d4 ⇒ (6, 5) + (2) = 13

    Astral Rift location 8 unoccupied so random monster #1 and Blessing of Erastil added to it. It has 2 cards and there are 2 open locations so no other effects occur.

    Maznar ends his turn. Imp and Mastiff are discarded.

    Maznar attempts to recover all cards in his Recovery pile.
    Cure: Divine 8: 1d10 + 1d4 + 5 ⇒ (8) + (3) + 5 = 16 -> Cure recharged.
    Life Drain: Divine 11: 1d10 + 1d4 + 5 ⇒ (3) + (4) + 5 = 12 -> Life Drain recharged.

    Maznar resets his hand.

    Maznar wrote:

    Hand: Crow, Sphere of Fire, Djinni Quarterstaff, Blessing of the Spellbound (3), Blessing of the Spellbound (2), Blessing of Milani, Frigid Blast,

    Displayed: Besmara's Bones,
    Deck: 6 Discard: 6 Buried: 1
    "Current Location: House of Stolen Kisses
    Hero Points: 3"
    "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): Deckhand, Blessing of the Ancients (Aric's), Armor of the Sands, Animated Weapon
    Recharged: Cure, Life Drain,
    Discard Pile: Frilled Lizard, Blessing of Sivanah, Bestiary of Garund, Pyrotechnic Blast, Imp, Mastiff,
    Buried Pile: Coral Capuchin,
    "
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    House of Stolen Kisses Cards 5 - 7 and 11 acquired.
    House of Stolen Kisses Cards 1 and 10 banished.
    Astral Rift location 8 has Blessing of Erastil and a random monster added to it.

    Seoni and Maznar at House of Stolen Kisses.
    Recharged Seoni's Blessing of the Spellbound.
    Recharged Zova's Blessing of the Green Faith.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    Forced scenario end - moving onto the final scenario!

    COMPLETED SCENARIO 10–00D: ASTRAL REAVERS

    TIER PROGRESSION:
    No Tier Progression/Hero Point.

    SCENARIO REWARD:

  • No scenario reward, but you still get a boon roll.

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

    BR 10-00D Boon Roll: 1d20 ⇒ 6 -> No effect.

    DEVELOPMENT:

    You’ve stopped the pirates attacking the tapestry, but the hag Aslynn and her mysterious agent are still at large.

    To put a stop to their schemes and bring them to justice, you’ll have to go in after them.

    ACQUIRED CARDS:

    Deckhand (Ally B)
    Boatswain (Ally B)
    Coral Capuchin (Ally 1)

    Magic Wooden Armor (Armor 1)

    Conch Shell (Item B)
    Besmara's Bones (Item 2)

    Animated Weapon (Spell 2)
    Plunder: Arcane Armor (Spell 0)

    Musket (Weapon B)


  • SCENARIO 10–00E: INTO THE ASTRAL SEA

    You haven’t yet decided whether your plan is more brave or foolhardy. After dispatching the pirates, you decided to make their leaders answer for their crimes. When you spied a large rift hovering at the edge of a deep lake, you pointed the Thresher’s bow towards it and sailed right into the silver sky of the Astral Plane.

    It was almost immediately a disaster.

    Without water to push against, the Thresher handles clumsily at best. Still, your crew’s maneuvering seemed sufficient to scour the floating mountains that hang in the Astral sea like islands. But not only do these islands have inhabitants of their own—monsters, hermits, and stranger things—but they also move of their own accord. The Thresher skidded into one of these islands, scarring your hull. Your junk hit an outcropping and snapped a mast, coming to rest on the island with a lurching jolt. The only thing you’d done well since sailing into the Astral Plane was creating a first-rate shipwreck.

    Not long after the crash, a strange, quick clipper of unusual design sailed near enough to hail you. These were no rescuers— you saw the grim and angry faces of pirates glaring over the gunwales of the ship. Your former boatswain, the halfling Dara, waved at you from the ship’s helm, a captain’s tricorne perched on her head. “Glad I have the chance to thank you!” she calls. “I couldn’t have coordinated the attack nearly so well without everything I learned in my time with you. I’ve already got a hold full of plunder as my pay from Aslynn—she wanted only the souls of the slain and a few choice relics—but with you wrecked here, we can take the time to really squeeze every last coin and bauble from the helpless prisoners of the tapestry.” Turning to her pirates, Dara added, “Leave them marooned here. Perhaps in a few centuries someone will come by to pick them up.”

    Dara’s fast ship skipped away across the islands in the silvery void, her laughter ringing in your ears. Now, only a few hours later, you’ve got the Thresher patched up and ready to launch. The grateful villagers provided reinforced wood and steel, the Pathfinders who joined you provided shipwrighting knowledge, and the diplomatic lizardfolk Essviss organized and rallied the crew.

    Dara doesn’t yet know that the Thresher is back to sailing the Astral sea, but she soon will.

    LOCATIONS:
    2 CANNIBAL ISLE
    2 GANNET ISLAND
    2 HOLY ISLE
    2 LONELY ISLAND
    3 SHIPWRECK GRAVEYARD
    4 FOG BANK

    THREAT LIST:

  • Villain: Dara
  • Closing Henchmen: Buccaneers

    DURING THIS SCENARIO:

  • Set out the locations in a circle in the order listed. When you move to a different location on your turn, indicate whether you are going clockwise or counterclockwise around the circle to reach it. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

  • If you are the only character at your location, the difficulty of checks to defeat the henchman Buccaneer is increased by 1d6.

    PLUNDER:
    1d6 ⇒ 5 -> Random Ally is stashed.


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

    boon o sweet boon: 1d20 ⇒ 6


    The final scenario of the adventure - pick your starting location and draw your starting hands when ready!

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

    During This Adventure:

  • Eternal Lake Secured: 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.
    Additional 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.

  • PLAYER HANDS || SUMMONABLE BANES || SHIPS

    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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C 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)

    ----------------------------------------------------------------------
  • Set out the locations in a circle in the order listed. When you move to a different location on your turn, indicate whether you are going clockwise or counterclockwise around the circle to reach it. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction. ("Clockwise" is DOWN the list, wrapping around if necessary.)

  • If you are the only character at your location, the difficulty of checks to defeat the henchman Buccaneer is increased by 1d6.

    Additional Rules: =
    Plunder: 1x Ally

    Scenario Level (#): 2

    Turn: 1, Zova/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

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

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

    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:
    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:
    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.

    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:
    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:
    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:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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:
    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.

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

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

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

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

    Spoiler:
    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:
    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:
    Animated Weapon
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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:
    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:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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.

    Allies
    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:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    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.

    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:
    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 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 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.

    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 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.

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 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.
    Hourglass Card 2 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 3 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 4 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 6 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Aric/AbrahamZ
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Maznar/Bigguyinblack
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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.
    Hourglass Card 10 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 10 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.
    Hourglass Card 11 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 12 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 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.
    Hourglass Card 14 Aric/AbrahamZ:
    Spoiler:
    Hourglass 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.
    Hourglass Card 15 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 16 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 16 Zova/NathanDavis
    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.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 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.
    Hourglass Card 18 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Aric/AbrahamZ
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 20 Zova/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 22 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.
    Hourglass Card 23 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass 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.
    Hourglass Card 24 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 24 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.
    Hourglass Card 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass 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.
    Hourglass Card 26 Aric/AbrahamZ:
    Spoiler:
    Hourglass Card 26 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.
    Hourglass Card 27 Maznar/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 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.
    Hourglass Card 28 Zova/NathanDavis:
    Spoiler:
    Hourglass Card 28 Zova/NathanDavis
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Aric/AbrahamZ, Maznar/Bigguyinblack, Zova/NathanDavis, None

    Cannibal Isle Card 1:
    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.
    Cannibal Isle Card 2:
    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.
    Cannibal Isle Card 3:
    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.
    Cannibal Isle Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cannibal Isle Card 5:
    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.
    Cannibal Isle Card 6:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
    Cannibal Isle Card 7:
    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.
    Cannibal Isle Card 8:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

    Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
    “Aslynn will have your ship and your souls as her prize. I wonder which she will value more.”

    Cannibal Isle Card 9:
    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.
    Cannibal Isle Card 10:
    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.

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Gannet Island Card 1:
    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.
    Gannet Island Card 2:
    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.
    Gannet Island Card 3:
    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.
    Gannet Island Card 4:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 5:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Gannet Island Card 6:
    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.
    Gannet Island Card 7:
    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.
    Gannet Island Card 8:
    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.
    Gannet Island Card 9:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Gannet Island Card 10:
    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.

    Location #3: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
    Located/Displayed Here: None
    Holy Isle Card 1:
    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.
    Holy Isle 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.
    Holy Isle Card 3:
    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.
    Holy Isle Card 4:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Holy Isle Card 5:
    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.
    Holy Isle Card 6:
    Conchobhar Turlach Shortstone
    SS
    Ally 1
    Traits:
    Gnome
    Bard
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Holy Isle Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Holy Isle Card 8:
    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.
    Holy Isle Card 9:
    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.
    Holy Isle Card 10:
    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.

    Location #4: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Lonely Island Card 1:
    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.
    Lonely Island Card 2:
    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.
    Lonely Island Card 3:
    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.
    Lonely Island Card 4:
    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.
    Lonely Island Card 5:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Lonely Island Card 6:
    Keen Falcata +1
    SS
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.
    Lonely Island Card 7:
    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.
    Lonely Island Card 8:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Lonely Island Card 9:
    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.
    Lonely Island Card 10:
    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.

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shipwreck Graveyard Card 1:
    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.
    Shipwreck Graveyard Card 2:
    Sea Scourge
    SS
    Monster 2
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 12
    The Sea Scourge is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
    Shipwreck Graveyard Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    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.
    Shipwreck Graveyard Card 6:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
    Shipwreck Graveyard Card 7:
    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.
    Shipwreck Graveyard Card 8:
    Storm
    SS
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
    Shipwreck Graveyard Card 9:
    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_
    Shipwreck Graveyard Card 10:
    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.

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Fog Bank Card 1:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Fog Bank Card 2:
    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.
    Fog Bank Card 3:
    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.
    Fog Bank Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fog Bank Card 5:
    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.
    Fog Bank Card 6:
    Safe Harbor
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Healing
    To Acquire:
    Intelligence
    Arcane 8
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
    Fog Bank Card 7:
    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.
    Fog Bank Card 8:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fog Bank Card 9:
    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.
    Fog Bank Card 10:
    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.


  • Female Human Sorcerer/Element Master Deck Handler

    Stick With Me! awarded
    Forfeiting upgrade
    Starting at Maznar's location

    As soon as Dara's treachery became apparent, Seoni was right behind Maznar in pursuit. "Stick with me!" shouted the sorcerer, charting a course into the astral sea.

    Seoni wrote:

    Hand: Menagerie Keeper, Blessing of the Spellbound 3 (discard to bless, recharge if Arcane/Divine), Marionette, Blessing of Nethys (discard to bless), Wand of Detect Magic, Sphere of Fire, Fire Snake,

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

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [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: 4


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

    Start at Gannet Island.

    Aric wrote:

    Hand: Menacing Backsword +1, Gambeson, Quick-Change Mask, Compass, Lookout, Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Gannet Island
    Kit: Sharper, Lockpick Shield, Psychic Detective,
    Deck: 12 Discard: 0 Buried: 0
    NOTES:
    Available Support: Lookout: REVEAL +1d6 to ANY Perception

    Blessing of Zon-Kuthon: +2 dice for Con or Finesse checks
    Other: Hero Points: 2; Paizo Merch Reroll: available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Masque, Eando Kline, Blessing of the Ancients 2, Blessing of the Ancients 1, Mask of the Red Raven, Spring Blade +1, Cockroach Coat, Captain's Cutlass 2, Captain's Cutlass 1, Shy Ratani, Clockwork Spy, Mindblade
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

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


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

    Gannet Island

    Zova wrote:

    Hand: Aspect of the Mouse, Aspect of the Snake, Aspect of the Hawk, Porcupine (Core), Fire Gecko, Stone Weasel, Crow (Core),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Gannet Island
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Wintervine, Erutaki Coat, Beaststrike Club, Angelstep, Blessing of the Green Faith, Thylacine, Cloud Puff, Blessing of the Gods
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


    deck handler desired upgrades Spell 2, Ally 2

    Starting at Gannet Island.

    Maznar wrote:

    Hand: Bestiary of Garund, Blessing of the Spellbound (3), Blessing of the Spellbound (1), Blessing of Milani, Crow, Frilled Lizard, Blessing of the Spellbound (2),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Gannet Island
    Hero Points: 3"
    "NOTES:
    Available Support: Blessings are available for use.

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Imp, Armor of the Sands, Pyrotechnic Blast, Holy Javelin, Mastiff, Sphere of Fire, Life Drain, Djinni Quarterstaff, Cure
    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 ([x] or your discard pile) for an ally that has the Animal trait and put it in your hand.


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

    Aba-Day

    Zova and the crew moor at Gannet Island. And it looks like a spare Potion of Fortitude has embedded into the beach.
    Reveal Maznar's Crow
    Intelligence 4: 1d6 + 1d4 ⇒ (2) + (3) = 5
    Pocketed

    Discard Porcupine to explore
    The Porcupine being quite the adventurer finds a Barroom Brawl
    Reveal Maznar's Crow. Display Mouse
    Dexterity 5+2: 1d8 + 1d4 + 1d6 ⇒ (6) + (4) + (6) = 16
    Zove herself is able to avoid trouble
    Everyone must encounter Barroom Brawl

    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.

    Discard Crow to Explore
    The Crow discovers some Thieves' Tools that dropped from the melee
    Reveal Maznar's Crow. Aspect of the Mouse and Crow Exploration
    Dexterity 4: 1d8 + 1d4 + 1d6 + 1d4 ⇒ (7) + (1) + (3) + (3) = 14
    Quickly pocketed by Zova.

    Discard Stone Weasel to explore
    A Buccaneer was not too keen on Zova's trouble making and theft.
    Reveal Maznar's Crow. Reveal Fire Gecko. Display Aspect of the Hawk
    Combat 8+4: 1d8 + 5 + 1d6 + 2 + 1d4 + 1d4 ⇒ (8) + 5 + (2) + 2 + (1) + (4) = 22
    Hawkform takes over and the buccaneer is lifted over the void and released.

    Discard From Blessing Deck: 1d4 ⇒ 3 3 cards
    Plunder: 1d6 ⇒ 6 Choosing Spell
    Draw Magic Weapon into hand.

    Recovery: Recharge Aspect of the Hawk and Aspect of the Mouse

    Zova wrote:

    Hand: Beaststrike Club, Aspect of the Snake, Magic Weapon, Thieves' Tools, Potion of Fortitude, Fire Gecko, Blessing of the Gods,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Gannet Island
    Hero Points: 0
    NOTES:
    Available Support: Blessing Available
    Magic Weapon: Local Weapon +1d4 Magic trait.
    Potion of Fortitude

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Angelstep, Wintervine, Cloud Puff, Blessing of the Green Faith, Erutaki Coat, Blessing of the Green Faith (2), Thylacine
    Recharged: Aspect of the Hawk, Aspect of the Mouse,
    Discard Pile: Porcupine (Core), Crow (Core), Stone Weasel,
    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).


    Everyone must encounter Barroom Brawl (Please don't fail)
    Everyone draws a Plunder Card
    Acquired Gannet Island 1 and 3
    Closed Gannet Island
    Discard 3 cards from Blessing Deck


    deck handler desired upgrades Spell 2, Ally 2

    strength 5 +2 revealing an animal and discarding Frilled Lizard: 1d8 + 3d4 ⇒ (4) + (2, 1, 3) = 10

    plunder?: 1d6 ⇒ 5 Ally #1 Jinx Eater.


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

    On Zova's turn...
    Aric is ill-prepared to deal with a silly barroom brawl, especially when the very Hao Jin tapestry itself is teetering on the brink. Where's that Red Raven when you need him?!?
    Reveal Maznar's Crow
    Recharge Quick-Change Mask to use Diplomacy
    Diplomacy 5+2=7: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (1) = 16
    Aric manages to persuade at least a few of the louts that there are more important things to worry about...

    Plunder: 1d6 ⇒ 6 Choose Ally
    The first four random Ally cards all have the Basic trait and are thus skipped due to the location power (Maznar, Jinx Eater isn't a legal choice for you because it's Basic). The 5th random card is Barefoot Samms Toppin and I believe this should go to Maznar since he picked first. In which case, Aric still needs to draw a random non-Basic, non-Elite Ally.

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