[Gameday VII][PACS] Cartmanbeck's Hao Jin Cataclysm (Tiers 1-3) - Gameplay (Inactive)

Game Master cartmanbeck

Turn Order
1 - Enora/Eslibedesh
2 - Merisiel/WilderRedbeard
3 - Oloch/Gimry
4 - Agna/Grimsnik

Ship List


1 to 50 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Hello everyone!
Please "dot" into this thread by making a post and deleting int. I'll get a Discussion thread going as well where you can talk about character concepts and strategic plans, but try to keep this thread relegated to actual turn-taking. The game starts on August 26th. Thanks!
Tyler

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

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

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

    During this Adventure:

  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats hero points as provided in the guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario's villains or henchmen before playing it.
  • Use the Thresher as your ship.
  • If you are dead at the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.


  • Deck Handler

    dot

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    Hello everyone. In case you haven't seen through other means, we've unfortunately had to push back the start date of GameDay by two weeks. We'll now be starting on September 9th. The reasons behind this were out of our control, unfortunately. Please feel free to start roleplaying with your characters here on this thread, if you'd like, in the meantime!

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    Just a quick reminder that we're starting on Monday! Let me know if you have any questions or concerns about your characters. Looking forward to getting started!

    Silver Crusade RPG Superstar 2014 Top 16

    just wanted to let you all know that I had quite a busy weekend, I'd planned to get the initial post up tonight but it will have to wait until tomorrow morning. Thanks for your patience!


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

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

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

    Silver Crusade RPG Superstar 2014 Top 16

    10-00B: Slavers in the Night

    Dara, your halfling boatswain, slaps her hand on the ship’s
    table. “Slavers!” she says, as though she finds the word itself
    distasteful. “Slavers all up and down the river.” In every
    harbor and fishing community, the stories have been the same:
    entire households kidnapped in the dead of night. In the morning,
    neighbors find burst locks or shattered doors, and signs of struggle
    but few other clues. Tracks lead away but disappear over stony ground.
    Occasionally, trackers find a corpse; it’s clear that anyone resisting the
    kidnappers is casually murdered and left to rot. The villagers huddle
    behind their doors each night, praying it won’t be their turn next.
    You’ve got a distinct advantage in investigating these kidnappings: at
    the helm of the Thresher, you can speed quickly from village to village,
    comparing the timing and reports of the disappearances. The Pathfinder
    Society relies upon these communities to report on disturbances
    throughout the Hao Jin Tapestry —which is why they undertook the
    expense to send the Thresher in the first place. The communities initially reported on strange and accelerating deterioration of the tapestry; rips in the ground and in the air with nothing behind them but an unusual silvery void. Now, the communities are not providing
    any more detailed reports, because they are too worried about the
    kidnappings. If you want to learn more from them about these rifts,
    you’ll have to find these kidnappers and bring them to justice.
    It was Dara’s idea to compile information about the disappearances
    on a map in the captain’s quarters of the Thresher. The map is spread
    before you, each kidnapping labeled with dates, times, and distances.
    Dara’s numbers were all off—she excels at driving the crew, but it
    seems that calculations are not her expertise. After a few corrections,
    however, you’ve noticed a grim correlation. All of the targeted
    communities are within a few days’ travel of a mountain where
    duergar have labored for centuries: Slave Mountain. A few years ago,
    the Pathfinder Society quelled a slaving operation there, forcing the
    duergar to focus on defense. Now, it seems, the duergar are active again.
    You find the timing particularly suspicious. Just as the villagers
    could give genuine information about the tapestry’s deterioration,
    they’re forced to cower in their homes in terror. Perhaps the duergar
    have chosen this moment to expand their raids not just to capture
    slaves, but to silence the villagers. There’s more going on here, and
    you’ll have to catch the leader of these slavers to learn more.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 0

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    Pirate 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.

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

    Spoiler:
    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:
    Toxic Blunderbuss +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

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

    Spoiler:
    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:
    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:
    Cloth Armor
    SS
    Armor C
    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.

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

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

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

    Spoiler:
    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:
    Anchor
    SS
    Item B
    Traits:
    Tool To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

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

    Spoiler:
    Fox
    SS
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.
    Discard this card to explore your location.

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

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

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

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:

    Plunder Deck
    W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, Merisiel/WilderRedbeard, Oloch/Gimry, Agna/Grimsnik, None

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    PLUNDER ROLL: plunder: 1d6 ⇒ 3 => Armor

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    Please choose your starting locations and post your starting hands.


    Deck Handler

    Starting Location: Warehouse

    Agna wrote:

    Hand: Blessing of Cayden Cailean, Blessing of the Gods 2, Repelling Pike +1, Fortified Leather Armor, Conch Shell, Saber Toothed Tiger,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retriever, Bastard Sword, Snow Leopard, Shock Glaive +1, Blessing of Gorum, Blessing of the Gods 1, Earthbreaker, Blessing of the Samurai, Dog, Warhorse, Emerald of Dexterity
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck


    Merisiel's Deck Handler

    Merisiel will start at the Tengu Rookery.

    Merisiel wrote:

    Hand: Cockroach Coat, Quick-Change Mask, Dredge, Dandy Brute, Old Salt,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Warehouse
    Hero Points: 1
    NOTES:
    Other: Dice Re-Roll Used for 10-00B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Captain's Cutlass, Gambeson, Blessing of the Ancients, Blessing of Erastil, Emerald of Dexterity, Masterwork Tools, Blessing of Abadar, Kama, Menacing Backsword +1, Blessing of Bastet, Blessing of the Gods
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


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

    ~~~~~~~~~~

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

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

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

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

    ~~~~~~~~~~

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

    Table BRs, Part 2 has begun.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    Turn Order (also listed in the campaign header:
    1 - Enora/Eslibedesh
    2 - Merisiel/WilderRedbeard
    3 - Oloch/Gimry
    4 - Agna/Grimsnik

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 1, Enora/Eslibedesh

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Crab Swarm
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Before you act, each other 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 new result.


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

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

    Weapons
    Spoiler:
    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.

    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:
    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:
    Cutlass
    SS
    Weapon C
    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:
    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:
    Cure
    SS
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

    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:
    Arcane Armor
    SS
    Spell C
    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.

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Carver
    SS
    Ally C
    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:
    Sailor
    SS
    Ally C
    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:
    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:
    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.

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

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

    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 Cayden Cailean
    SS
    Blessing C
    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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

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

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, Oloch/Gimry, None

    Festhall Card 1:
    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.
    Festhall Card 2:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Festhall Card 3:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 4:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    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.
    Festhall Card 8:
    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.
    Festhall Card 9:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 10:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Smoking Den Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Smoking Den Card 2:
    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.
    Smoking Den 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.
    Smoking Den 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.
    Smoking Den Card 5:
    Merfolk
    SS
    Monster C
    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.
    Smoking Den Card 6:
    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.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 9:
    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.
    Smoking Den Card 10:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1:
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Tengu Rookery Card 6:
    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.
    Tengu Rookery Card 7:
    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.
    Tengu Rookery Card 8:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Tengu Rookery Card 9:
    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.
    Tengu Rookery Card 10:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Warehouse Card 4:
    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.
    Warehouse Card 5:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Warehouse Card 6:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse 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.
    Warehouse Card 8:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 9:
    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.
    Warehouse Card 10:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Skeleton
    SS
    Monster C
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Oloch Deck Handler

    Starting Location: Festhall

    If you haven't played with Oloch before, I can display any of my Weapons or Blessing for a +2 to *any* of your checks.

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, War Drum,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 1)"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarven Longhammer +1, Cold Iron Greatsword, Blessing of Gorum 2, Tooled Crocodile Skin, BotG 1, Spear of the Watchful Guardian, Blessing of the Samurai 2, Ooze Falchion +1, Blessing of the Samurai 1, Katana +1, Divine Favor, Champion's Do-Maru, Blessing of Gorum 1
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(☐+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Enora's Deck Handler

    Starting Location: Smoking Den
    Enora strolls down the ship ramp, head held high as she glances up and down slave mountain. Behind her, Oloch, Mirisiel, and Agna follow her off the ship. They all turn to one another and finalize plans before heading to a different part of the seemingly abandoned mountain. Enora treks into the smoking den, a vile place where so-called "Nobles" come to flaunt their purses in exchange for not getting their hands dirty. She enters the bar, and prepares for anything that could come her way.

    Enore explores and uncovers Blessing of the Gods

    Luckily, instead of the dirt and grime she was expecting, she felt a rush of power, and used it to keep exploring.

    Collect Blessing of the gods, immediately discard to explore again. Explores Shortbow

    Enora spots a worn-out shortbow leaning up against the wall.

    Dex 3: 1d6 ⇒ 5

    She decides to collect it, just to hold onto in case.

    Discards shortbow while resetting hand, ends turn.

    Enora wrote:

    Hand: Fly, Chronicler, Electrified Web, Blessing of Pharasma, Clinging Venom, Blessing of the Spellbound 2,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Hero Points: 0
    "NOTES:
    Other: "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gem of Mental Acuity, Prophesize, Apprentice, Blessing of the Spellbound 1, Remove Curse, SpellBook, Bestiary of Garund, Fire Snake, Riftwarden, Blessing of the Spellbound 3, Mind Thrust, Binder's Tome
    Recharged:
    Discard Pile: Shortbow, Blessing of the Gods,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 2, Merisiel/WilderRedbeard

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

    Spoiler:
    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:
    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:
    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.

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

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

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

    Weapons
    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    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 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.

    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:
    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:
    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:
    Archer's Bracers
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

    Spoiler:
    Noxious Bomb
    SS
    Item C
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

    Spoiler:
    Dodo
    SS
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 5
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

    Spoiler:
    Captain
    SS
    Ally C
    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 noncombat checks during this exploration.

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 28

    Blessings Deck

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

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/Gimry, None

    Festhall Card 1:
    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.
    Festhall Card 2:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Festhall Card 3:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 4:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    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.
    Festhall Card 8:
    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.
    Festhall Card 9:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 10:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Merfolk
    SS
    Monster C
    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.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    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.
    Smoking Den Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1:
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Tengu Rookery Card 6:
    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.
    Tengu Rookery Card 7:
    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.
    Tengu Rookery Card 8:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Tengu Rookery Card 9:
    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.
    Tengu Rookery Card 10:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Warehouse Card 4:
    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.
    Warehouse Card 5:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Warehouse Card 6:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse 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.
    Warehouse Card 8:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 9:
    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.
    Warehouse Card 10:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Skeleton
    SS
    Monster C
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Merisiel's Deck Handler

    Turn 2: The hour of Gozreh
    Remain at Tengu Rookery

    Being an orphan herself, and familiar with the greasy underbelly of society, Merisiel's blood boils ever-so-slightly at the mention of slavers. After splitting off from the rest of the group (her favourite method of getting work done - solo), she heads toward the Tengu Rookery to question the feathered humanoids about the recent kidnappings.

    Display Cockroach Coat
    Free explore of card #1:

    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.

    Charisma 8: 1d8 ⇒ 5 failed, banished
    Discard Dandy Brute to explore card #2:

    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.

    Recharge Quick-Change Mask to use Stealth skill
    Wisdom (Stealth) 8: 1d12 + 4 ⇒ (3) + 4 = 7 failed, banished

    Merisiel and her rather foppish half-orc companion approach approach a ship's quartermaster at the rookery with the intent of gathering some information from her. The quartermaster is rather curt and provides them little to no information before heading back to her ship. The half-orc points out a spyglass the quartermaster left behind but Merisiel decides that irritating the locals by "borrowing" their goods is unwise.

    Reset hand and end turn

    Merisiel wrote:

    Hand: Gambeson, Dredge, Old Salt, Blessing of Bastet, Blessing of Abadar,

    Displayed: Cockroach Coat,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Tengu Rookery
    Hero Points: 1
    NOTES:
    Available Support: Blessings available. Gambeson will be displayed at the start of the next player's turn.
    Other: Dice Re-Roll Used for 10-00B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Emerald of Dexterity, Masterwork Tools, Blessing of Erastil, Menacing Backsword +1, Thieves' Tools, Kama, Blessing of the Ancients, Captain's Cutlass
    Recharged: Quick-Change Mask,
    Discard Pile: Dandy Brute,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


    Oloch Deck Handler

    Hourglass Discard:Blessing of the Gods
    WHEN THIS IS THE HOUR: NONE

    It feels good to be back on solid ground again with that Halfling again. Her reliance on the Arcane shows weakness, but she can handle herself. I do question these other two, however.

    Everyone knows that the dregs of society always hide in the Festhalls, so I head there first.

    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.

    Melee 8: 1d12 + 3 ⇒ (8) + 3 = 11

    As I approach the Festhalls, I spy a weapon someone carelessly laid outside.

    Finders Keepers, am I right?

    When I reset my hand, I am going to discard the Cutlass. However, at the start of the next turn, I will recharge my War Drum to draw the cutlass into my hand, so this reflects that. Important because it does add an additional +2

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, Cutlass +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 2)"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Cold Iron Greatsword, Blessing of the Samurai 1, BotG 1, Ooze Falchion +1, Katana +1, Dwarven Longhammer +1, Blessing of Gorum 1, Blessing of Gorum 2, Tooled Crocodile Skin, Blessing of the Samurai 2, Divine Favor, Spear of the Watchful Guardian
    Recharged: War Drum,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler

    The hour is of Erastil.

    The ship starts to take on water as they approach the warehouse. Str 7: 3d10 + 3 ⇒ (2, 9, 8) + 3 = 22 Discard Blessing of CC. Recharge Saber Tooth Tiger to explore

    Searching the warehouse Agna finds a ripped bag.Dex 6: 1d8 ⇒ 5

    Agna has a vision of a bar fight at the Smoking Den. Playing Conch Shell to examine Barroom Brawl on top of the Smoking Den.

    EOT- Recharge CS 7: 1d8 + 4 ⇒ (7) + 4 = 11
    Examine top card of Warehouse- Giant Wasp

    Agna wrote:

    Hand: Blessing of the Gods 1, Blessing of the Gods 2, Repelling Pike +1, Fortified Leather Armor, Shock Glaive +1, Earthbreaker,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bastard Sword, Emerald of Dexterity, Blessing of the Samurai, Warhorse, Retriever, Snow Leopard, Dog, Blessing of Gorum
    Recharged: Saber Toothed Tiger, Conch Shell,
    Discard Pile: Blessing of Cayden Cailean,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck

    Location- Warehouse
    Banish Cards #1 Taking on Water and 2 Helpful Haversack
    Examine #3 Giant Wasp

    Location- Smoking Den- examined #1 Barroom Brawl

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 5, Enora/Eslibedesh

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

    Monsters
    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_

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

    Spoiler:
    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:
    Crab Swarm
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Before you act, each other 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 new result.


    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.

    Barriers
    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:
    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.

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

    Spoiler:
    Treasure Hunt
    SS
    Barrier C
    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.

    Weapons
    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.

    Spoiler:
    Heavy Crossbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

    Spoiler:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

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

    Armors
    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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

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

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

    Allies
    Spoiler:
    Captain
    SS
    Ally C
    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 noncombat checks during this exploration.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

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

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/Gimry, None

    Festhall Card 1:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Festhall Card 2:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 3:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    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.
    Festhall Card 8:
    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.
    Festhall Card 9:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1 (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.
    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Merfolk
    SS
    Monster C
    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.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    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.
    Smoking Den Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1:
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Tengu Rookery Card 4:
    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.
    Tengu Rookery 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.
    Tengu Rookery Card 6:
    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.
    Tengu Rookery Card 7:
    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.
    Tengu Rookery Card 8:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (Giant Wasp):
    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.
    Warehouse Card 2:
    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.
    Warehouse 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.
    Warehouse Card 4:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse 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.
    Warehouse Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 7:
    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.
    Warehouse Card 8:
    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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Skeleton
    SS
    Monster C
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Enora's Deck Handler

    Hour of the Gods

    Enora sighs and rolls her eyes as another brute smashes his drink onto the floor.

    "YOU CHOSE THE WRONG DAY TO CROSS THROUGH HERE"
    The man launches a fist at his opponent, and he's sent flying backwards, smashing a table into smithereens.

    Why did I ever agree to go here...
    Enora whispers under her breath as she prepares to enter the fray.

    Examines Barroom Brawl. Uses Blessing of the Spellbound for assisstance.

    Dex 7: 2d6 ⇒ (5, 4) = 9

    Slithering through the fight, gracefully leaping over and ducking under fists and feet and flying drinks, Enora manages to find another corner of the bar. A quieter corner, where she sits once more and waits for the chaos to subside.

    Enora wrote:

    Hand: Fly, Chronicler, Electrified Web, Blessing of Pharasma, Clinging Venom, Remove Curse,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 0
    "NOTES:
    Other: "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): SpellBook, Bestiary of Garund, Blessing of the Spellbound 1, Gem of Mental Acuity, Prophesize, Riftwarden, Binder's Tome, Mind Thrust, Blessing of the Spellbound 3, Fire Snake, Apprentice
    Recharged:
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Merisiel's Deck Handler

    The hour of the Gods
    Remain at Tengu Rookery

    Display Gambeson
    Free explore of card #1:

    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.

    No weapon in hand so evade encounter.

    Suddenly, the rookery explodes in a caucophony of squawks with feathers flying in all directions. A giant frog has hopped through the window and is fixing for a Tengu snack. Merisiel slips through the din and allows the Tengu to deal with the threat.

    Discard Dredge to explore card #2:
    Random top card: 1d8 ⇒ 8

    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.

    Dexterity 6: 1d12 + 2 ⇒ (4) + 2 = 6 acquired
    Discard Blessing of Bastet to explore next card
    Random top card: 1d7 ⇒ 3 Bane that cannot be evaded

    Duergar Slave-Taker:

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

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


    Recharge Old Salt to add 1d4, discard Blessing of Abadar to add a die
    BYA Constitution 6: 2d6 + 1d4 ⇒ (2, 1) + (4) = 7 success
    Reveal and bury Pistol, request that Oloch reveal a blessing/weapon to add +2
    Combat 12+2=14: 1d12 + 2 + 1d6 + 1d10 + 2 ⇒ (5) + 2 + (3) + (3) + 2 = 15 defeated, banished
    No item in hand to close location.

    Merisiel finds a pistol on a side table and decides to help out with the giant frog after all. As she grabs it, she notices a dark figure in the back room pulling a large sack over a Tengu. She enters the room and finds herself face-to-face with a Duergar. He pulls his weapon but a little too late - Merisiel has already fired and left an oozing hole in his chest. The Duergar drops like a sack of potatoes. Turns out the frog was just a distraction for an old-fashioned kidnapping.

    Reset hand and end turn.
    Examine top card of Festhall per location power: Tiger Shark (Monster 1)

    Merisiel wrote:

    Hand: Captain's Cutlass, Menacing Backsword +1, Emerald of Dexterity, Blessing of Erastil, Blessing of the Ancients,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 6 Discard: 4 Buried: 1
    Current Location: Tengu Rookery
    Hero Points: 1
    NOTES:
    Available Support: Blessings available.
    Other: Dice Re-Roll Used for 10-00B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kama, Thieves' Tools, Blessing of the Gods, Masterwork Tools
    Recharged: Quick-Change Mask, Old Salt,
    Discard Pile: Dandy Brute, Blessing of Bastet, Dredge, Blessing of Abadar,
    Buried Pile: Pistol (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 7, Oloch/Gimry

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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

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

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

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

    Weapons
    Spoiler:
    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.

    Spoiler:
    Cutlass +1
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

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

    Spells
    Spoiler:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

    Spoiler:
    Archer's Bracers
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

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

    Spoiler:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Allies
    Spoiler:
    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:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


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

    Spoiler:
    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.

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 23

    Blessings Deck

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

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/Gimry, None

    Festhall Card 1 (Tiger Shark):
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Festhall Card 2:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 3:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    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.
    Festhall Card 8:
    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.
    Festhall Card 9:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    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.
    Smoking Den Card 2:
    Merfolk
    SS
    Monster C
    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.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 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.
    Smoking Den Card 7:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1:
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    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.
    Tengu Rookery Card 6:
    Storm
    SS
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (Giant Wasp):
    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.
    Warehouse Card 2:
    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.
    Warehouse 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.
    Warehouse Card 4:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse 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.
    Warehouse Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 7:
    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.
    Warehouse Card 8:
    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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Skeleton
    SS
    Monster C
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Oloch Deck Handler

    The Hour of Sivanah

    As I wander through the Festhall looking for clues, Merisiel points out the giant aquarium that houses a single Tiger Shark.

    Just then, a shadowy figure busts open the aquarium and the very hungry Tiger sharks swims right at me.

    Tiger Shark:

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

    Combat 11: 1d12 + 3 + 1d6 + 1 + 1d4 ⇒ (11) + 3 + (5) + 1 + (1) = 21

    Attack Details:

    Melee - 1d12+3
    Cutlass +1 - 1d6+1
    [bLocation Power[/b] - 1d4

    Brandishing my newfound Cutlass, I easily dispatch of the shark.

    Now to find the person that did this!

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, Cutlass +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 2)
    Other: Dice Re-Roll Used for 10-00B?: N"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai 2, Katana +1, Dwarven Longhammer +1, Blessing of Gorum 2, Tooled Crocodile Skin, Cold Iron Greatsword, Blessing of the Samurai 1, BotG 1, Blessing of Gorum 1, Champion's Do-Maru, Divine Favor, Ooze Falchion +1, Spear of the Watchful Guardian
    Recharged: War Drum,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler

    The hour is of Erastil

    Agna skewers the wasp with her pike. combat 13: 1d10 + 1d8 + 1d4 + 4 ⇒ (10) + (8) + (4) + 4 = 26
    Discard Shock Glaive +1 for AYA. Discard Blessing of the Gods 2 to explore

    A reefclaw tries to get past Agna as well. combat 11: 1d10 + 1d8 + 1d4 + 4 ⇒ (4) + (8) + (4) + 4 = 20 combat 11: 1d10 + 1d8 + 1d4 + 4 ⇒ (5) + (4) + (4) + 4 = 17

    EOT- Examine top card- Rotgut- ally 2
    Recharge Earthbreaker with location power.

    Agna wrote:

    Hand: Blessing of the Gods 1, Emerald of Dexterity, Repelling Pike +1, Fortified Leather Armor, Snow Leopard, Bastard Sword,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dog, Retriever, Blessing of Gorum, Blessing of the Samurai, Warhorse
    Recharged: Saber Toothed Tiger, Conch Shell, Earthbreaker,
    Discard Pile: Blessing of Cayden Cailean, Shock Glaive +1, Blessing of the Gods 2,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck

    Location Warehouse
    Banish #1 Giant Wasp and #2 Reefclaw
    Examined #3- Rotgut


    Enora's Deck Handler

    Hour is of Sivanah

    While scouting the corner of the inn, Enora notices a large chest bolted with several locks against a wall. After glancing at it, she quickly dismisses any thoughts of breaking in. It'd be near impossible, and what kind of noble would she be if she stooped to petty theft? She'd be just as bad as the rest of these heathens.

    Explore Large Chest, auto fail checks and banish the barrier.

    Enora sighs loudly, What a dull adventure this is turning out to be. Her thoughts begin to wander. Before she decides to rest, however, she looks at the chronicler sitting across the table from her.

    "Can you help me out? Find me ANYTHING to do and you will have my thanks."

    Not a minute later, the chronicler stumbles back, fear in her eyes. Behind her slithers a merfolk, and they do NOT look happy.

    Discard Chronicler to explore again, Discover Merfolk

    I immediately prepare for battle, swirling venom around my hands to launch at the fish stuck on land.

    Use Clinging Venom For combat check, also reveal One of Oloch's weapons for additional +2

    Combat 8: 1d10 + 1d8 + 4 ⇒ (1) + (4) + 4 = 9

    The merfolk screams in agony as she collapses into the venom. Enora nods appreciatively to the chronicler, however shows disappointment in the lack of leads towards the slavers. She relaxes once more into her chair, and prepares for yet another encounter.

    "Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Clinging Venom: Arcane 6: 1d10 + 2 ⇒ (2) + 2 = 4 -> Clinging Venom discarded.

    Enora resets her hand."

    Enora wrote:

    Hand: Fly, Blessing of the Spellbound 1, Electrified Web, Blessing of Pharasma, Blessing of the Spellbound 3, Remove Curse,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Hero Points: 0

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gem of Mental Acuity, Mind Thrust, Binder's Tome, Fire Snake, Apprentice, SpellBook, Riftwarden, Prophesize, Bestiary of Garund
    Recharged:
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2, Chronicler, Clinging Venom,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 10, Merisiel/WilderRedbeard

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

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

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

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

    Spoiler:
    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:
    Bucket Brigade
    SS
    Barrier C
    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.

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

    Spoiler:
    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.

    Spells
    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing 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:
    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:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

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

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

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

    Spoiler:
    Alchemist's Fire
    SS
    Item C
    Traits:
    Liquid
    Attack
    Fire
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Spoiler:
    Tot Flask
    SS
    Item C
    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:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Oloch/Gimry
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Enora/Eslibedesh
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Agna/Grimsnik
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Eslibedesh
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Merisiel/WilderRedbeard
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/Gimry, None

    Festhall Card 1:
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    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.
    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1:
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    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.
    Tengu Rookery Card 6:
    Storm
    SS
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (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.
    Warehouse Card 2:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 5:
    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.
    Warehouse Card 6:
    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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    Skeleton
    SS
    Monster C
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Merisiel's Deck Handler

    The hour of the Gods
    Remain at Tengu Rookery

    With the Duergar dispatched, Merisiel helps the captured Tengu out of the sack and follows with a line of questions about the attempted kidnapping.

    Free explore of card #1:

    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.

    Reveal Menacing Backsword +1 to use Melee skill, recharge Captain's Cutlass to add 1d6 per Merisiel's power
    Combat 8+2=10: 1d12 + 3 + 1d6 + 1 + 1d6 ⇒ (10) + 3 + (3) + 1 + (2) = 19 defeated

    Before the Tengu can get a word out, a sword pierces her back and protrudes out her feathered chest. Merisiel is stunned for a moment before her eyes fill with rage. She draws her backsword and spins around the sword of the Duergar's marine companion and plants her blade into the base of his neck.

    Recharge Blessing of the Ancients to explore card #2:

    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.

    Recharge Emerald of Dexterity to use Dex die, discard Blessing of Erastil to bless, request that Oloch display a weapon/blessing to add 2
    Perception 6+2=8: 2d12 + 2 ⇒ (4, 2) + 2 = 8 defeated (too close)

    As she makes her way toward the rear exit of the rookery, suddenly there is no exit there at all. It takes Merisiel a moment but she realizes the kidnapping party must have a sorcerer who has started playing with her mind like a fiddle. She reaches through the illusory wall and feels a door latch. As she opens the door she is able to step through the wall unscathed.

    Examine top card of location: Giant Frog (Monster 1) - leave on top of location.
    End turn and reset hand.
    Examine top card of Festhall per location power: Duergar Lashmaster (Villain Monster 2)

    Merisiel peers out the door and sees a large group of Duergar, not yet alerted to her presence. The one obviously leading the party is posted outside the Festhall waiting to raid the place. She has to let Oloch know!

    Merisiel wrote:

    Hand: Menacing Backsword +1, Kama, Thieves' Tools, Masterwork Tools, Blessing of the Gods,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 5 Discard: 5 Buried: 1
    Current Location: Tengu Rookery
    Hero Points: 1
    NOTES:
    Available Support: Blessings available.
    Other: Dice Re-Roll Used for 10-00B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Quick-Change Mask, Old Salt, Captain's Cutlass, Blessing of the Ancients, Emerald of Dexterity,
    Discard Pile: Dandy Brute, Blessing of Bastet, Dredge, Blessing of Abadar, Blessing of Erastil,
    Buried Pile: Pistol (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


    Oloch Deck Handler

    The Hour of Milani

    Though I'm not one to run from a fight, Merisiel is able to convince me it's better to come back when we can corner the Villain.

    Armed with my new Cutlass, I head to the Merchant Marina.

    Move to Merchant Marina

    Upon arriving, I encounter a skeleton.

    Skeleton:

    SS
    Monster C
    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.

    Combat 8(11): 1d12 + 3 + 1d6 + 1 + 2 ⇒ (6) + 3 + (6) + 1 + 2 = 18

    Attack Details:

    Melee - 1d12+3
    Cutlass +1 - 1d6+1
    Location Power - +2

    Another sacrifice to Gorum fulfilled.

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, Cutlass +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 2)
    Other: Dice Re-Roll Used for 10-00B?: N"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): BotG 1, Cold Iron Greatsword, Katana +1, Blessing of Gorum 1, Blessing of Gorum 2, Blessing of the Samurai 1, Tooled Crocodile Skin, Divine Favor, Ooze Falchion +1, Spear of the Watchful Guardian, Champion's Do-Maru, Dwarven Longhammer +1, Blessing of the Samurai 2
    Recharged: War Drum,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 12, Agna/Grimsnik

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

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

    Spoiler:
    Giant 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.

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

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

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

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

    Spoiler:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

    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:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire 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:
    Cloth Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Chain 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.

    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:
    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:
    Old Salt's Bandana
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Elite To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add the Swashbuckling trait to your check.

    Spoiler:
    Blast Stone
    SS
    Item C
    Traits:
    Object
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    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.

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

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

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

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

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

    Spoiler:
    Blessing of Cayden Cailean
    SS
    Blessing C
    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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Enora/Eslibedesh
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Agna/Grimsnik
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Enora/Eslibedesh
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Merisiel/WilderRedbeard
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    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.
    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1 (Giant Frog):
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    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.
    Tengu Rookery Card 4:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (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.
    Warehouse Card 2:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 5:
    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.
    Warehouse Card 6:
    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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 6:
    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.
    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    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.
    Merchant Marina Card 9:
    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.


    Deck Handler

    The hour is of the Gods.

    Agna befriends Rotgut. Wisdom 8: 2d8 + 4 ⇒ (2, 2) + 4 = 8 Discard Blessing of the Gods on Acquire check. Recharge Snow Leopard to explore.

    Agna thrusts her pike at a water elemental as it leaps on the boat. Combat 12: 1d10 + 1d8 + 1d4 + 4 ⇒ (10) + (4) + (1) + 4 = 19 Recharge Rot to explore

    Agna spots an empty vial. Int 4: 1d4 ⇒ 1

    EOT- Examine top card- Duergar Slave-Taker

    Agna wrote:

    Hand: Blessing of Gorum, Emerald of Dexterity, Repelling Pike +1, Fortified Leather Armor, Warhorse, Bastard Sword,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retriever, Blessing of the Samurai, Dog
    Recharged: Saber Toothed Tiger, Conch Shell, Earthbreaker, Snow Leopard, Rotgut,
    Discard Pile: Blessing of Cayden Cailean, Shock Glaive +1, Blessing of the Gods 2, Blessing of the Gods 1,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck

    Location Warehouse
    Acquire #1- Rotgut
    Banish #2 Water Elemental, #3 Potion of Fortitude
    Examine #4 Duergar Slave-Taker

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 13, Enora/Eslibedesh

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

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

    Spoiler:
    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:
    Shackled Sorcerer
    SS
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
    After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

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

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

    Spoiler:
    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:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

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

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

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

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

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

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

    Armors
    Spoiler:
    Buckler Gun
    SS
    Armor B
    Traits:
    Shield
    Firearm
    Basic To Acquire:
    Dexterity
    Ranged 5
    THEN Constitution
    Fortitude 5
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Chain Mail
    SS
    Armor C
    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:
    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:
    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:
    Alchemist's Fire
    SS
    Item C
    Traits:
    Liquid
    Attack
    Fire
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that 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:
    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:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

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

    Spoiler:
    Acolyte
    SS
    Ally C
    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:
    Dolphin
    SS
    Ally B
    Traits:
    Animal
    Aquatic
    Elite To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Agna/Grimsnik
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Eslibedesh
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Merisiel/WilderRedbeard
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    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.
    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1 (Giant Frog):
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    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.
    Tengu Rookery Card 4:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (Duergar Slave-Taker):
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 2:
    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.
    Warehouse 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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 6:
    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.
    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    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.
    Merchant Marina Card 9:
    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.


    Enora's Deck Handler

    Enora spots a city lookout at a nearby table, keeping watch over the rowdy bar. She decides that she would be a helpful addition to her party, and goes to negotiate.

    Explores the Lookout

    Diplomacy 6: 1d10 + 2 ⇒ (9) + 2 = 11

    The lookout is friendly enough to offer her hand in service to the cause. She gives Enora info on the whereabouts of a nearby weapon stash in the bar, topped with an old throwing axe.

    Recharge Lookout to examine Throwing Axe at the top of the location. Use Blessing of the spellbound to explore axe

    Enora goes to grab the throwing axe, curious of its usefulness. She normally avoids physical means, too messy, however, she might be able to make an exception from a distance.

    Dex 6: 1d6 ⇒ 3

    Unfortunately, as soon as Enora picks up the rusted axe, the head falls off, and it becomes useless. She scoffs at the worthless item, and tosses the broken handle away.

    Enora wrote:

    Hand: Fly, Prophesize, Electrified Web, Blessing of Pharasma, Blessing of the Spellbound 3, Remove Curse,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    Hero Points: 0

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mind Thrust, Apprentice, Bestiary of Garund, Fire Snake, Riftwarden, Gem of Mental Acuity, SpellBook, Binder's Tome
    Recharged: Lookout,
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2, Chronicler, Clinging Venom, Blessing of the Spellbound 1,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 14, Merisiel/WilderRedbeard

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

    Monsters
    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:
    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:
    Crab Swarm
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Before you act, each other 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 new result.


    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_

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

    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Treasure Hunt
    SS
    Barrier C
    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.

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

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    Cloth Armor
    SS
    Armor C
    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:
    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.

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

    Spoiler:
    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:
    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.

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

    Allies
    Spoiler:
    Snow Leopard
    SS
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 to any combat check.
    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:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Spoiler:
    Old Salt
    SS
    Ally C
    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:
    Dodo
    SS
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 5
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Agna/Grimsnik
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Enora/Eslibedesh
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Merisiel/WilderRedbeard
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1 (Giant Frog):
    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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    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.
    Tengu Rookery Card 4:
    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.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Warehouse Card 1 (Duergar Slave-Taker):
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Warehouse Card 2:
    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.
    Warehouse 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.

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Merchant Marina Card 5:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 6:
    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.
    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    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.
    Merchant Marina Card 9:
    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.


    Merisiel's Deck Handler

    The hour of the Gods
    Remain at Tengu Rookery

    Merisiel opens the door to the outside world and is met face to face with a giant frog.

    Free explore of card #1:

    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.

    Reveal Menacing Backsword +1 to use Melee skill, recharge Kama to add 1d6 per Merisiel's power.
    Combat 9: 1d12 + 1 + 1d6 + 1 + 1d6 ⇒ (12) + 1 + (1) + 1 + (6) = 21 defeated, banished

    The frog launches its tongue at Merisiel but she dodges and drives her backsword into its croaker.

    Discard Blessing of the Gods to explore card #2:

    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.

    Request that Oloch display two weapons/blessings to add 4
    Perception 4: 1d4 + 4 ⇒ (1) + 4 = 5 acquired
    Discard Spyglass to examine top two cards and put them back in any order: Boarding Axe then Storm - leave them in that order.

    As Merisiel's sword draws across the frog's throat, an adventurer's vest spills out. She's not sure if the adventurer is in there with it but she helps herself to the spyglass in the breast pocket. Wiping the lenses clean, she uses it to spy out a rack of boarding axes outside rookery's outbuilding. With a storm moving in quickly, she heads to the outbuilding to see what.. or who ..else she can find there.

    Reset hand and end turn.
    Examine top card of Merchant Marina: Pepperbox (Weapon 1)

    Merisiel wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Masterwork Tools, Quick-Change Mask, Old Salt,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 4 Discard: 6 Buried: 1
    Current Location: Tengu Rookery
    Hero Points: 1
    NOTES:
    Other: Dice Re-Roll Used for 10-00B?: Y

    At the start of Oloch's turn, recharge Quick-Change Mask to recharge a random ally in discard: 1-Dandy Brute, 2-Dredge: 1d2 ⇒ 1

    Merisiel wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Masterwork Tools, Old Salt,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 6 Discard: 6 Buried: 1
    Current Location: Tengu Rookery
    Hero Points: 1
    NOTES:
    Other: Dice Re-Roll Used for 10-00B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Captain's Cutlass, Blessing of the Ancients, Emerald of Dexterity, Kama, Quick-Change Mask, Dandy Brute,
    Discard Pile: Blessing of Bastet, Dredge, Blessing of Abadar, Blessing of Erastil, Blessing of the Gods, Spyglass (acquired),
    Buried Pile: Pistol (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


    Oloch Deck Handler

    The hour of the Gods

    While continuing to explore the I spy a very bizarre contraption.

    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.

    Autofail check

    Whatever it is, it's obvious any self-respecting follower of Gorum wouldn't have anything to do with it.

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, Cutlass +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 2)
    Other: Dice Re-Roll Used for 10-00B?: N"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum 2, Blessing of Gorum 1, Divine Favor, Cold Iron Greatsword, Ooze Falchion +1, Dwarven Longhammer +1, BotG 1, Tooled Crocodile Skin, Champion's Do-Maru, Spear of the Watchful Guardian, Katana +1, Blessing of the Samurai 1, Blessing of the Samurai 2
    Recharged: War Drum,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler

    The hour is of Abadar.

    BYA Con 8: 2d6 ⇒ (4, 4) = 8 Discard Blessing of Gorum

    Agna slashes the duegar with her bastard sword. Combat 12+2: 2d10 + 3 ⇒ (6, 6) + 3 = 15

    Agna finds a locked chest. Dex 6: 1d8 ⇒ 8 Location closed

    WPC- Agna finds a sap within the chest. Melee 6: 1d10 + 3 ⇒ (3) + 3 = 6

    Agna wrote:

    Hand: Sap, Emerald of Dexterity, Repelling Pike +1, Fortified Leather Armor, Warhorse, Bastard Sword,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dog, Retriever, Blessing of the Samurai
    Recharged: Saber Toothed Tiger, Conch Shell, Earthbreaker, Snow Leopard, Rotgut,
    Discard Pile: Blessing of Cayden Cailean, Shock Glaive +1, Blessing of the Gods 2, Blessing of the Gods 1, Blessing of Gorum,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck

    Warehouse is closed
    Acquired Weapon #1 Sap

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 17, Enora/Eslibedesh

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Saltwater Ogre
    SS
    Monster C
    Traits:
    Giant
    Ogre
    Aquatic
    To Defeat:
    Combat 14
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    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:
    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.

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

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

    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:
    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:
    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:
    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.

    Weapons
    Spoiler:
    Cutlass
    SS
    Weapon C
    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
    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:
    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.

    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:
    Cutlass +1
    SS
    Weapon C
    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.

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

    Armors
    Spoiler:
    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:
    Cloth Armor
    SS
    Armor C
    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:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    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:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Items
    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:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    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:
    Powder Horn
    SS
    Item C
    Traits:
    Tool
    Alchemical
    Basic To Acquire:
    Ranged
    Intelligence
    Craft 6
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

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

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

    Spoiler:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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:
    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:
    Master-at-Arms
    SS
    Ally C
    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.

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 13

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Merisiel/WilderRedbeard
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None
    Smoking Den Card 1:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 2:
    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.
    Smoking Den Card 3:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None
    Tengu Rookery Card 1 (Boarding Axe):
    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.
    Tengu Rookery Card 2 (Storm):
    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.

    Location #4: Warehouse
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 5:
    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.
    Merchant Marina Card 6:
    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.
    Merchant Marina 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.
    Merchant Marina 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.


    Enora's Deck Handler

    Enora catches a glimpse of a shadow strolling across the end of the bar. The thin end of a whip could be seen under the gentle light of the crude chandeliers in the dimly lit bar. She perks up, immediately recognizing the dark cloak and the evil weapon.

    Enora jumps up, and briskly walks towards the slaver. He spins around, and spies the halfling aggressively coming forward. He chuckles for a brief moment, then scowls as she continues her advances. He cracks his whip out, and lashes it forward, attempting to scare the arcanist away.

    Explore Henchmen Slavetaker. Succeed pre-encounter con check. Use Oloch's weapons for +4 boost, as well as the Blessing of the Spellbound

    Constitution 8: 2d6 + 4 ⇒ (2, 3) + 4 = 9

    The whip cracks the air, but Enora doesn't stop her advances. She marches forward, and dissolves a scroll for Fly In her hands. As the spell dissipates, ice bolts begin to form around the arcanist, and she shouts as she launches them forward at the vile scum.

    For the combat Check, use Enora's ability to use any spell as an attack, as well as use the Blessing of Pharasma

    Combat 12: 3d10 + 1d6 + 3 ⇒ (8, 4, 3) + (5) + 3 = 23

    The bolts hit their mark true, and the slaver collapses in a heap near a table. The slaying raises an instant commotion, and Enora is forced to concoct a plan to grab an ally and get out the bar as soon as possible.

    Closing Check : Summon a random ally w/ Diplomacy and succeed. Summon Deckhand.

    Diplomacy 6: 1d10 + 2 ⇒ (4) + 2 = 6

    Enora quickly talks the green servant into following her, and she runs out of the chaos before shes caught.

    Recharges Clinging venom for playing a spell, Location Closed!

    Enora wrote:

    Hand: Riftwarden, Prophesize, Electrified Web, Apprentice, Binder's Tome, Remove Curse,

    Displayed:
    Deck: 7 Discard: 8 Buried: 0
    Hero Points: 0

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mind Thrust, Fire Snake, Bestiary of Garund, SpellBook, Gem of Mental Acuity
    Recharged: Lookout, Clinging Venom,
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2, Chronicler, Blessing of Pharasma, Blessing of the Spellbound 1, Blessing of the Spellbound 3, Fly,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Merisiel's Deck Handler

    The hour of Hshurha
    Move to Floating Shipyard

    Turns out the outbuilding is a shipyard dock next to a marina. Merisiel sees shadowy figures inside the walls and creeps toward the door to peer inside.

    Free explore of card #1:

    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.

    Reveal Menacing Backsword +1 to use Melee skill with Finesse weapon. Auto-acquire ally with 1d12+3+1d6+1.

    Merisiel is grabbed by one of the locals, a woman named Sandara Quinn. She tells Merisiel that she has been scouting the movements of the slavers and fills Merisiel in on how many they're dealing with.

    Discard Sandara Quinn to explore card #2:

    Buckler:

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

    Constitution 3: 1d6 ⇒ 1 failed, banished

    She offers Merisiel a beat-up buckler but she declines the offer, preferring to strike before she is struck.

    Reset hand and end turn

    Merisiel wrote:

    Hand: Menacing Backsword +1, Captain's Cutlass, Thieves' Tools, Masterwork Tools, Old Salt,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 5 Discard: 7 Buried: 1
    Current Location: Floating Shipyard
    Hero Points: 1
    NOTES:
    Other: Dice Re-Roll Used for 10-00B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Ancients, Emerald of Dexterity, Kama, Quick-Change Mask, Dandy Brute,
    Discard Pile: Blessing of Bastet, Dredge, Blessing of Abadar, Blessing of Erastil, Blessing of the Gods, Spyglass (acquired), Sandara Quinn (acquired),
    Buried Pile: Pistol (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 18, Merisiel/WilderRedbeard

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

    Spoiler:
    Merfolk
    SS
    Monster C
    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.

    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:
    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:
    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:
    Bucket Brigade
    SS
    Barrier C
    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:
    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.

    Weapons
    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:
    Heavy Crossbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

    Spells
    Spoiler:
    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.

    Spoiler:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    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:
    Chain Mail
    SS
    Armor C
    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:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

    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:
    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:
    Archer's Bracers
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

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

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

    Spoiler:
    Deckhand
    SS
    Ally C
    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.

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

    Spoiler:
    Blessing of Cayden Cailean
    SS
    Blessing C
    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.

    Top of Blessing Discard Pile:

    Blessing of Hshurha:
    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.

    Blessings Remaining: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Oloch/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Enora/Eslibedesh
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh, None

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, None

    Tengu Rookery Card 1 (Boarding Axe):
    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.
    Tengu Rookery Card 2 (Storm):
    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.

    Location #4: Warehouse
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 5:
    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.
    Merchant Marina Card 6:
    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.
    Merchant Marina 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.
    Merchant Marina 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.


    Oloch Deck Handler

    Hour of Erastil

    All hours should be hours of Gorum!

    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.

    Auto Fail acquire

    As I walk along the Marina, I spy a vial that is most definitely poison left behind by the Slavers.

    Oloch wrote:

    Hand: Cure, Blessing of the Samurai 3, Fireproof O-Yoroi, Cutlass +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Feel free to display any weapons/blessings for +2 (Total Uses: 2)
    Other: Dice Re-Roll Used for 10-00B?: N"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ooze Falchion +1, Divine Favor, BotG 1, Blessing of Gorum 1, Champion's Do-Maru, Katana +1, Blessing of Gorum 2, Dwarven Longhammer +1, Tooled Crocodile Skin, Spear of the Watchful Guardian, Cold Iron Greatsword, Blessing of the Samurai 1, Blessing of the Samurai 2
    Recharged: War Drum,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Fortitude: Constitution +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    Charisma d6 ☐ +1

    Favored Card: Armor
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler

    The hour is of Milani.

    SOT- Using Character Mat to discard Sap and draw- Retriever

    Move- Rookery

    Agna finds the axe but the notices the shaft is broken. Str 6: 1d10 + 3 ⇒ (1) + 3 = 4 Recharge Retriever to explore

    Display Storm next to location. Banish Gem of Dexterity to close. WPC- Merchant Marina: Sapphire of Intelligence

    EOT- Recharge Warhorse to move to Merchant Marina

    Agna wrote:

    Hand: Repelling Pike +1, Bastard Sword, Fortified Leather Armor, Dog, Saber Toothed Tiger, Blessing of the Samurai,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    Hero Points: 4
    "NOTES:
    Available Support: Blessings are available for use."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Conch Shell, Earthbreaker, Snow Leopard, Rotgut, Retriever, Warhorse,
    Discard Pile: Blessing of Cayden Cailean, Shock Glaive +1, Blessing of the Gods 2, Blessing of the Gods 1, Blessing of Gorum, Sap,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([X]or bottom) card of your location deck

    Grand Lodge

    <VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

    During This Adventure: PLAY THESE SCENARIOS AS DIRECTED:
    10–00A: The Serpent’s Fangs
    10–00B: Slavers in the Night
    10–00C: Storm Surge
    10–00D: Astral Reavers
    10–00E: Into the Astral Sea

    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and
    deck upgrades as normal.

    Do not read any scenario’s villains or henchmen before playing it.

    Use the Thresher as your ship.

    If you are dead at the end of a scenario, you may play another character for the next scenario.

    If you fail a scenario, immediately replay it.

    During This Scenario: 10-00B: Slavers in the Night

    If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

    Scenario Level (#): 2

    Turn: 21, Enora/Eslibedesh

    Party's current ship: Thresher:

    Ship 2
    Traits:

    To Defeat:
    Intelligence
    Knowledge 9
    OR Wisdom
    Survival 7
    When Encountering This Ship:
    Before you act, bury a random card from your discard pile_
    When Commanding This Ship:
    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_
    :

    Random Cards:

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Arcane Armor
    SS
    Spell C
    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.

    Spoiler:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

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

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

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

    Spoiler:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    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:
    Goblin Lockpick
    SS
    Item P
    Traits:
    Tool
    Alchemical To Acquire:
    Dexterity
    Disable
    Craft 6
    Reveal this card to add 1 die to your Disable check.
    Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
    "Found a prize that's locked up tight?
    Goblin lockpick makes it right!
    Found a door that's vexing you?
    Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


    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:
    Dodo
    SS
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 5
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

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

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

    Top of Blessing Discard Pile:

    Blessing of Hshurha:
    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.

    Blessings Remaining: 9

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Oloch/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Agna/Grimsnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Eslibedesh
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Merisiel/WilderRedbeard
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Oloch/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Agna/Grimsnik
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Enora/Eslibedesh
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Merisiel/WilderRedbeard
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0
    Plunder Deck Card 1:

    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.

    Location #1: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Villain is here!

    Festhall Card 1 (Duergar Lashmaster):
    Duergar Lashmaster
    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.

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

    Festhall Card 2:
    Blessing of Abadar
    SS
    Blessing C
    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.
    Festhall Card 3:
    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.
    Festhall Card 4:
    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.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Festhall Card 8:
    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.

    Location #2: Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh, None

    Location #3: Tengu Rookery
    Closed
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/WilderRedbeard, Agna/Grimsnik, Storm

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

    Location #5: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Floating Shipyard Card 1:
    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.
    Floating Shipyard Card 2:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Floating Shipyard Card 3:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Floating Shipyard Card 4:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Floating Shipyard Card 7:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Floating Shipyard Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Inflict
    SS
    Spell C
    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.
    Floating Shipyard Card 10:
    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 #6: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Gimry, None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    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.
    Merchant Marina Card 6:
    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.
    Merchant Marina Card 7:
    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.


    Enora's Deck Handler

    After escaping from the bar, Enora travels to the Floating Shipyard, as the rest of the party prepares to corner the villain. Her old friend Oloch gathers his weapons and begins his march to the slave captain.

    As she reaches the shipyard, she spies a freelance pirate climbing off of a large ship. Enora approaches the pirate, and begins a negotiation to get the pirate on her team.

    Explore's shipyard to find Sandara Quinn.

    Diplomacy 5: 1d10 + 2 ⇒ (5) + 2 = 7

    Sandara agrees to come with, and the two wait for the signal to begin the barricades. Before resting, Enora decides to examine the location further using Prophesize.

    Searching for Spells, Enora spies a Buckler, and Besmaran Priest

    Enora is disappointed by the results of her scry, but she does see another potential ally for the mission.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Prophesize: Arcane 6: 1d10 + 2 ⇒ (2) + 2 = 4 -> Prophesize discarded.

    Enora resets her hand.

    Enora wrote:

    Hand: Riftwarden, Electrified Web, Apprentice, Binder's Tome, Remove Curse, Sandara Quinn,

    Displayed:
    Deck: 8 Discard: 8 Buried: 0
    Hero Points: 0

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): SpellBook, Fire Snake, Gem of Mental Acuity, Bestiary of Garund, Mind Thrust
    Recharged: Lookout, Clinging Venom, Fly,
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2, Chronicler, Blessing of Pharasma, Blessing of the Spellbound 1, Blessing of the Spellbound 3, Prophesize,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Enora's Deck Handler

    Ignore the last turn, that was a goof. The following is my real turn:

    The hour is of Hshurha;

    Enora makes her way to the floating shipyard after escaping the bar.

    She spies a potential ally strolling off of one of the ships, and she walks up to strike up a conversation.

    Diplomacy 6: 1d10 + 2 ⇒ (5) + 2 = 7

    The priest agrees to join the party, and Enora and him begin strolling through the various ships.

    Enora decides to scry the location and receives visions of what dangers may lurk ahead.

    Use Prophesize, searching for Spells, and see 2 barriers, the Goblin Keelhaulin and Swabbing the Deck

    The road ahead looks treacherous.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Prophesize: Arcane 6: 1d10 + 2 ⇒ (9) + 2 = 11 Prophesize Recharged.

    Enora resets her hand.

    Enora wrote:

    Hand: Riftwarden, Basmaran Priest, Electrified Web, Apprentice, Binder's Tome, Remove Curse,

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Hero Points: 0

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Bestiary of Garund, Mind Thrust, SpellBook, Gem of Mental Acuity
    Recharged: Lookout, Clinging Venom, Fly, Prophesize,
    Discard Pile: Shortbow, Blessing of the Gods, Blessing of the Spellbound 2, Chronicler, Blessing of Pharasma, Blessing of the Spellbound 1, Blessing of the Spellbound 3,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +1
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 1

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    On Your check to acquire a boon that has the Magic trait, you may discard({X } or recharge)a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { X} or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Merisiel's Deck Handler

    The hour of the Gods
    Move to Merchant Marina

    Sandara walks Merisiel through the merchant stalls along the marina and points out the signs of slaver activity she has observed over the last several weeks.

    Free explore of card #1:

    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.

    Intelligence 7: 1d6 + 2 ⇒ (6) + 2 = 8 acquired

    The merchants hock their wares and Merisiel tries to remain focused on Sandara's instruction, but some deals are just too good to pass up.

    End turn and reset hand, discarding Menacing Backsword +1, Thieves' Tools, Masterwork Tools, and Sapphire of Intelligence

    Merisiel wrote:

    Hand: Captain's Cutlass, Kama, Emerald of Dexterity, Old Salt, Blessing of the Ancients,

    Displayed: Cockroach Coat, Gambeson,
    Deck: 2 Discard: 11 Buried: 1
    Current Location: Merchant Marina
    Hero Points: 1
    NOTES:
    Available Support: Blessing available.
    Other: Dice Re-Roll Used for 10-00B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Quick-Change Mask, Dandy Brute,
    Discard Pile: Blessing of Bastet, Dredge, Blessing of Abadar, Blessing of Erastil, Blessing of the Gods, Spyglass (acquired), Sandara Quinn (acquired), Menacing Backsword +1, Thieves' Tools, Masterwork Tools, Sapphire of Intelligence (acquired),
    Buried Pile: Pistol (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Craft: Intelligence +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    [ X ] Weapons
    POWERS:
    You may evade your encounter.
    If you are the only character at your location, you may recharge a card to add 1d6 ([ ] +1) ([ ] +2) to your combat check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


    Oloch Deck Handler

    The Hour of Gozreh

    So many hours dedicated to false gods!

    Receiving word from Merisiel that now is the time to take the Vilain, I quickly head back to the Festhall.

    Duergar Lashmaster:

    10-00
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Constitution Fortitude 10
    THEN Combat 12
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
    “I’m not taking you for your body. I’m taking you for your soul.”

    As I burst through the front doors, I bellow out in rage!

    "DUERGAR!! I know you're in here you filthy Slaver! Gorum requires your head!"

    The dwarf slowly stands up from a table in the back, glaring at me he yells:

    "I do not intend to die today, halfy. Tell Gorum he can wait. When I am done with your soul, Gorum will toss you aside in embarrassment."

    Waiting for people to Guard. Please leave me my Samurai for the Con Check.

    Spoiler:

    I quickly charge him, but the stench of the Dwarf is overpowering.

    Use Samurai and Fireproof O-Yori adds 1 to con checks.
    Fort 12: 1d8 + 3 + 1 + 1d8 ⇒ (8) + 3 + 1 + (2) = 14
    Calling upon my Martial training and girded with my O-Yori

    Fighting through the stench, I draw my Cutlass!

    Combat 14: 1d12 + 3 + 1d6 + 1 + 1d8 + 1d4 ⇒ (8) + 3 + (1) + 1 + (4) + (4) = 21

    Attack Details:

    Melee - 1d12+3
    Cutlass +1 - 1d6+1
    Discard Cutlass - 1d8
    Location Power - 1d4

    Easily dispatching the Slaver, I stand over his lifeless body and offer up his soul to Gorum.

    Posting the Hand in spoiler tags breaks things. If we aren't done, I will post my updated hand.

    1 to 50 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [Gameday VII][PACS] Cartmanbeck's Hao Jin Cataclysm (Tiers 1-3) - Gameplay All Messageboards

    Want to post a reply? Sign in.