[PACS][PBP GD VIII] BR Dinketry's The Hao Jin Cataclysm (Inactive)

Game Master dinketry

PACS Special! As part of GameDay VIII!!!


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Imrijka starts at the Coastline.

"

Imijka wrote:

Hand: Blessing of Old Deadeye, Seeking Shortbow +2, Venomous Heavy Crossbow +2, Blessing of the Samurai (2), Fortune-Teller, Gem of Physical Prowess,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Shizuru, Celestial Crossbow +3, Blessing of Shelyn, Blessing of Tsukiyo, Blessing of the Inheritor, Divine Fortune, Celestial Armor, Blessing of Gorum, Marksman's Bow, Humanbane Crossbow +2, Blessing of the Samurai (1), Court Knight, Righteousness, Mysterious Disk
Recharged:
Discard Pile:
Buried Pile:

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Deck Handler

Seoni starts at Tidewater Rock.

Seoni wrote:

Hand: Blessing of the Spellbound (1), Blessing of the Spellbound (3), Fire Snake, Wayfinder (Core), Wand of Flying, Safety Bubble, Wand of Detect Magic,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Swipe, Blessing of Pharasma available for use
Movement: Move me to the Tower if my location closes.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Magnetic Grimoire, Create Mindscape, Blessing of Pharasma, Spite Cloud, Rodrick, Swipe, Alaeron, Blessing of the Spellbound (2), Blessing of Qi Zhong, Appleslayer, Blessing of the Elements, Keren Rhinn, Zae
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
X
POWERS:
For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
☑ If you would fail a check by 1, you may bury a card to succeed.
☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


Nok-Nok's Deck Handler

Nok-Nok takes a casual stroll along the Beach.

Nok-Nok wrote:

Hand: Flaming Scimitar +1, Blessing of Abadar, Shadowless Sword, Sorrowsoul, Mogmurch, Candle of Comity,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Use Blessings and Mogmurch as needed.

Skills and Powers:

SKILLS
Strength d8 [X]+1 [X]+2 [X] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
-Stealth: Dexterity +3
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

POWERS
Hand Size 5 [X] 6 [ ] 7
Proficient with: Light Armors, Weapons
-On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
-On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
-You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
-[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
-[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Favored Card Type: Weapon

Grand Lodge

Oooh. Forgot that I get to roll for the convention boon as well.

BRs for Boons!: 1d20 ⇒ 17


deck handler

Siathorn likes the Coastline as well.

"

Siathorn wrote:

Hand: Cloud Puff, Aspect of the Frog, Aspect of the Hawk, Cauterize, Ice Strike#Post-Core, Wolverine#Post-Core,

Displayed: Mitzi,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 5
Goblin Markers: 0
Mat Reroll: not used
NOTES:
Available Support: Cauterize available if needed for recovery
Movement:
Other:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Divine: Wisdom +1
Survival: Wisdom +2

Favored Card: Spell or Animal Ally
Hand Size: 5 ☑ 6☐ 7
Proficiencies:
Divine
Powers:
On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
□ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
[X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
□ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
Mitzi:
Display. While displayed:
• For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
• When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

"

Grand Lodge

Plunder Roll: 1d6 ⇒ 1 Weapon

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 1, Imrijka/Redgar

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

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

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

Spoiler:
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:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Spoiler:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

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

Spoiler:
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:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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.

Weapons
Spoiler:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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:
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:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

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:
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.

Spoiler:
Holy Feast
SS
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

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:
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:
Righteousness
SS
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Brine Dragonhide Breastplate
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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.

Spoiler:
Alkali Flask
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

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

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

Spoiler:
Dindreann
SS
Ally 3
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Spoiler:
Monkey
SS
Ally 3
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
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:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Gorum:
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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 NokNok/Player_shnik
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 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Seoni/Iammars
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
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 10 Blessings Deck Card 10 NokNok/Player_shnik
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:
Blessings Deck Card 11 Blessings Deck Card 11 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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 14 Blessings Deck Card 14 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
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 18 Blessings Deck Card 18 NokNok/Player_shnik
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Seoni/Iammars
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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seoni/Iammars
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 24 Blessings Deck Card 24 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Imrijka/Redgar
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 29 Blessings Deck Card 29 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

Beach Card 1:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Beach Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Beach Card 3:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Beach Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Beach Card 5:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Beach Card 6:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 7:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.
Beach Card 8:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Beach Card 9:
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.
Beach Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 2:
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.
Sea Caves Card 3:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Sea Caves Card 4:
Albatross
SS
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Sea Caves 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.
Sea Caves Card 6:
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.
Sea Caves Card 7:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Sea Caves Card 8:
Telekinesis
SS
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Sea Caves Card 9:
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.
Sea Caves Card 10:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Windward Isle Card 2:
Astrolabe
SS
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Windward Isle Card 3:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Windward Isle Card 6:
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.
Windward Isle Card 7:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None
Tidewater Rock Card 1:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tidewater Rock Card 2:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Tidewater Rock Card 3:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Tidewater Rock Card 4:
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.
Tidewater Rock Card 5:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Tidewater Rock Card 6:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Tidewater Rock Card 7:
Albatross
SS
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Tidewater Rock Card 8:
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.
Tidewater Rock Card 9:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Tidewater Rock Card 10:
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.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Siathorn/zeroth_hour, Imrijka/Redgar, None
Coastline Card 1:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Coastline Card 2:
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_
Coastline Card 3:
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.
Coastline Card 4:
Haneilius Fitch
SS
Ally 3
Traits:
Human
Surgeon To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Coastline Card 5:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Coastline Card 6:
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.
Coastline Card 7:
Emerald of Dexterity
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Coastline Card 8:
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.
Coastline Card 9:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Coastline Card 10:
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.


Imrijka

Hour of Gorum

Gorum blesses this day... an auspicious sign, am I right Esmerelda? Fortune-Teller: Boon. Always Boon, unless otherwise specified.

Aid

Divine DC 6 1d8 + 4 ⇒ (6) + 4 = 10

Gorum aids us this day, truly we are blessed!

Explore

Mercenary

Gorum, guide my aim to the target! Seeking Shortbow, which negates the difficulty increase

Combat DC 10 1d10 + 5 + 1d6 + 2 ⇒ (6) + 5 + (4) + 2 = 17

Gorum, accept this offering in thanks for your blessing.

Extra Explore? 1d6 ⇒ 2

Discard Blessing of the Samurai to explore

Musket Ranged DC 7 1d10 + 5 ⇒ (6) + 5 = 11

Gorum approves of Boomsticks. Perhaps Erastil will help provide a chance to demonstrate my aim? Blessing of Old Deadeye to explore

Haneilius Fitch

Ah! Will you lend me your aid in tracking our foe? Use Aid

Diplomacy becomes Strength, DC 9 1d10 + 4 + 1d6 ⇒ (10) + 4 + (6) = 20

You will? Excellent. Recharge Hanelilius Fitch to explore

Hurricane Winds

Gozreh, your storm has nothing on Gorum's Power! Recharge Gem of Physical Prowess

Knowledge 11 + 2 = DC 13 3d10 + 3 + 2 ⇒ (1, 1, 3) + 3 + 2 = 10

A Storm cannot deter a true Hero! Spend Hero Point

Knowledge 11 + 2 = DC 13 3d10 + 3 + 2 ⇒ (7, 4, 7) + 3 + 2 = 23

Phew. Let us beat to seaward, in case the wind continues, to help avoid the rocks.

Closing Perception DC 6 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Gorum's work is done for today.

Recovery:
Attempt to recover Aid: Divine DC 8
1d8 + 4 ⇒ (2) + 4 = 6

Redraw: Divine Fortune
Celestial Crossbow +3

End of Turn Summary:
Ally 3 acquired: (H. Fitch).
Spell B acquired (Aid).
Coastline Closed.
Nok-Nok's BoAbadar used.

"

Imijka wrote:

Hand: Seeking Shortbow +2, Venomous Heavy Crossbow +2, Musket*, Fortune-Teller, Divine Fortune, Celestial Crossbow +3,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Gorum, Blessing of Shelyn, Blessing of the Samurai (1), Blessing of the Inheritor, Celestial Armor, Court Knight, Marksman's Bow, Righteousness, Humanbane Crossbow +2, Mysterious Disk, Blessing of Shizuru
Recharged: Hanelanius Finch*, Gem of Physical Prowess,
Discard Pile: Blessing of the Samurai (2), Blessing of Old Deadeye, Aid*,
Buried Pile:

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Deck Handler

Start of Turn
Tidewater Rock sounds like a dangerous place, so Seoni casts a Safety Bubble over the place.

Explore #1
Seoni comes across good old Royster McCleagh. Seoni is never one to turn down the aid of a pirate, and the two of them go sail together. (Autopass 1d12+6 vs. Diplomacy 7)

Seoni then decides to scout around with her Wand of Flying. She looks at Tidewater Rock and Windward Isle. At Tidewater Rock she finds a Sea Scourge, and at Windward Isle she finds a Galvo. As tempting as that Galvo may seem, she decides to stay in the Safety Bubble.

Explore #2
Seoni uses the Wayfinder to direct her away from the Sea Scourge, shuffling the location deck. Instead, she encounters Card #: 1d9 + 1 ⇒ (5) + 1 = 6 Sefina. Seoni bids the beautiful nereid that she should join her and her compatriots.
Dipomacy 12: 1d12 + 6 ⇒ (4) + 6 = 10
Unfortunately, the nereid dismisses Seoni from her presence.

Dejected, Seoni uses her Wand of Detect Magic to search for cool stuff, hitting Card # (2, 3, 4, 5, 7, 8, 9, 10): 1d8 ⇒ 8. She finds out that soon a Bucket Brigade will be required. Good thing that Detect Magic somehow told her about a fire. It's never done that before!

Explore #3
Seoni discards a Blessing of the Spellbound to run straight into that Bucket Brigade. She uses the other Blessing of the Spellbound to bless her, while also asking Royster McCleagh to help her with the task.
Constitution: 1d6 + 1d6 + 1d4 ⇒ (4) + (6) + (4) = 14
That fire was easily taken care of.

End of Turn
Seoni rests, easily taking care of the upkeep on her wands.

Start of the Next Turn
Seoni shapes the Windward Isle more to her liking, Create Mindscape.

Seoni wrote:

Hand: Appleslayer, Blessing of the Elements, Fire Snake, Zae, Keren Rhinn, Blessing of Pharasma,

Displayed: Safety Bubble, Create Mindscape,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Swipe, Blessing of Pharasma available for use
Movement: Move me to Windward Isle if my location closes.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Swipe, Cloudburst, Alaeron, Blessing of Qi Zhong, Magnetic Grimoire, Spite Cloud, Blessing of the Spellbound (2), Rodrick
Recharged: Royster McCleagh, Wand of Flying, Wand of Detect Magic,
Discard Pile: Wayfinder (Core), Blessing of the Spellbound (1), Blessing of the Spellbound (3),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
X
POWERS:
For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
☑ If you would fail a check by 1, you may bury a card to succeed.
☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


deck handler

Siathorn decides that Cauterizing Imrijka would be fun, before leaving for another location.

(Imrijka discards a card before healing. You can refuse it if you want.)

Cards healed: 1d4 + 1 ⇒ (3) + 1 = 4

Siathorn moves to the Windward Isle since Siathorn doesn't like aberrations. (gets +1d6, draws Vampire Squid.) She throws some Cloud Puff at the monster to dampen its electricity, then transforms into a Hawk.

Combat 18/24: 1d10 + 6 + 1d6 + 5 + 1d6 ⇒ (4) + 6 + (2) + 5 + (1) = 18

Siathorn was able to chase it away, but wasn't able to take it down. However, she has a Wolverine track something:

random explore: 1d10 ⇒ 1

The Wolverine was able to find the Galvo again! But she has no more Cloud Puff...

Electricity damage: 1d6 ⇒ 4

Combat 18/24: 1d10 + 6 + 1d6 + 5 + 1d6 ⇒ (1) + 6 + (3) + 5 + (6) = 21
reroll the d10: 1d10 ⇒ 8

It's gone, and Siathorn decides to rest.

Recovery:
Cauterize Divine 11: 1d10 + 1d4 + 5 ⇒ (10) + (4) + 5 = 19
Cloud Puff and Aspect of the Hawk autorecharge (and give 2 Goblin Markers)

Reset. Immediately display Aspect of the Bull.

"

Siathorn wrote:

Hand: Blessing of the Demon Queen, Beaststrike Club, Cure#Core, Bloodscent#Post-Core, Frilled Lizard,

Displayed: Mitzi, Aspect of the Bull,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 5
Goblin Markers: 4
Mat Reroll: used
NOTES:
Available Support: Cure available for heals. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
Movement:
Other:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Divine: Wisdom +1
Survival: Wisdom +2

Favored Card: Spell or Animal Ally
Hand Size: 5 ☑ 6☐ 7
Proficiencies:
Divine
Powers:
On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
□ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
[X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
□ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
Mitzi:
Display. While displayed:
• For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
• When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

"


Nok-Nok's Deck Handler

Turn 4, Blessing of the Gods

dink, your Hourglass player names aren't in the right order

SoT, discard Candle of Comity to recharge random discard => Candle of Comity

Move to Sea Caves

Explore => Hurricane Winds

Ouch. This might suck.

Who would have expected these caverns to be so windy?

Recharge Mogmurch, Seoni discards Blessing of Pharasma

Intelligence 15: 1d12 + 2d6 + 1d4 + 3 ⇒ (1) + (6, 4) + (3) + 3 = 17 => defeated

Looks like my D12 really does cry itself to sleep

Attempt to close, random Aquatic monster => Sea Drake

Reveal Shadowless Sword

BA, Dexterity 6: 2d8 + 1d4 + 5 ⇒ (6, 2) + (4) + 5 = 17 => passed

1 Electricity damage, recharge Flaming Scimitar +1

Reveal Shadowless Sword

Combat 14: 3d8 + 1d4 + 8 ⇒ (5, 1, 3) + (2) + 8 = 19 => defeated

Storms and dragons can't keep Nok-Nok from cleaning out the caves.

Sea Caves closed!

Nok-Nok wrote:

Hand: Blessing of Maat, Blessing of Zon-Kuthon, Shadowless Sword, Sorrowsoul, Mighty Steed, Captain's Cutlass,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Use Blessings as needed.

Skills and Powers:

SKILLS
Strength d8 [X]+1 [X]+2 [X] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
-Stealth: Dexterity +3
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

POWERS
Hand Size 5 [X] 6 [ ] 7
Proficient with: Light Armors, Weapons
-On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
-On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
-You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
-[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
-[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Favored Card Type: Weapon

Grand Lodge

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 5, Imrijka/Redgar

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
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:
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:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

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

Spoiler:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Barriers
Spoiler:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

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:
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:
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:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.

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

Spoiler:
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
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:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Spells
Spoiler:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Wall of Blades
SS
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Armors
Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

Spoiler:
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.

Allies
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:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Blessings
Spoiler:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Seoni/Iammars
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
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 NokNok/Player_shnik
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:
Blessings Deck Card 7 Blessings Deck Card 7 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 Siathorn/zeroth_hour
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 10 Blessings Deck Card 10 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
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 NokNok/Player_shnik
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 Seoni/Iammars
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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Seoni/Iammars
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 20 Blessings Deck Card 20 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Beach Card 1:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Beach Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Beach Card 3:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Beach Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Beach Card 5:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Beach Card 6:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 7:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.
Beach Card 8:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Beach Card 9:
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.
Beach Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Location #2: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Player_shnik, None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Siathorn/zeroth_hour,

Create Mindscape:
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

Windward Isle Card 1:
Astrolabe
SS
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Windward Isle Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Windward Isle Card 3:
Old Salt
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Windward Isle Card 4:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Windward Isle Card 7:
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.
Windward Isle Card 8:
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.
Windward Isle Card 9:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars,
Safety Bubble:
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4.
, Sea Scourge
Tidewater Rock Card 1:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Tidewater Rock Card 2:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Tidewater Rock Card 3:
Albatross
SS
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Tidewater Rock Card 4:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Tidewater Rock Card 5:
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.
Tidewater Rock Card 6:
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.
Tidewater Rock Card 7:
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.

Location #5: Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Imrijka/Redgar, None


Imrijka

Off turn

Thank you, Sliathorn. The purging fire is holy! discard: Venemous Heavy Crossbow. Recharging: 1d4 + 1 ⇒ (4) + 1 = 5 Whole discard!

Hour of Cayden Caylen

Time for a little vacation, I think. Off to the beach!

Fortune Teller: Boon

Flaming Falcata +3 Display Divine Fortune

Strength DC 12 1d10 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16

A vacation souvenier. Now, on to the beach! Explore

Cyclops

BYA: examine and recharge: Celestial Armour

Use and Bury: Musket. Recharge: Celestial Crossbow + 3.

Combat DC 22 3d10 + 5 + 1d6 + 1d4 ⇒ (1, 9, 7) + 5 + (1) + (4) = 27

With an eye that size, you still couldn't see my beach towel was here first? Get lost, pal.

Extra Explore? 1d6 ⇒ 2

It's too nice at the beach for extra work, anyway.

Redraw:
Gem of Physical Prowess
Blessing of the Inheritor
Venomous Heavy Crossbow +2
Blessing of Shizuru

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Gem of Physical Prowess, Blessing of the Inheritor, Venomous Heavy Crossbow +2, Blessing of Shizuru,

Displayed: Divine Fortune,
Deck: 15 Discard: 1 Buried: 1
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aid*, Marksman's Bow, Righteousness, Blessing of Gorum, Hanelanius Finch*, Blessing of Old Deadeye, Mysterious Disk, Blessing of the Samurai (2), Blessing of Tsukiyo, Humanbane Crossbow +2, Court Knight, Blessing of Shelyn, Blessing of the Samurai (1)
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*,
Buried Pile: Musket*,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Deck Handler

Start of Turn
Seoni gets ready to go in the Hour of the Gods.

Explore #1
Seoni explores the Tidewater Rock to find Hurricane Winds. Seoni sends the obviously best thing against a hurricane - a snake made of fire. To help her Fire Snake, she uses a Blessing of the Elements
Arcane 15: 2d12 + 6 ⇒ (2, 9) + 6 = 17
Seoni then decides to try to talk the residents of Tidewater Rock to guard for her.
Diplomacy 9: 1d12 + 6 ⇒ (7) + 6 = 13
She says Sayonara to the residents of Tidewater Rock, but not after saying goodbye to Keren Rhinn for now.

End of Turn
Having closed the location, Seoni rests.

Seoni wrote:

Hand: Appleslayer, Spite Cloud, Magnetic Grimoire, Zae, Blessing of Qi Zhong, Swipe, Alaeron,

Displayed: Create Mindscape,
Deck: 10 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Swipe, Blessing of Pharasma available for use
Movement: Move me to Windward Isle if my location closes.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rodrick, Cloudburst, Blessing of the Spellbound (2)
Recharged: Royster McCleagh, Wand of Flying, Wand of Detect Magic, Blessing of the Elements, Keren Rhinn, Fire Snake, Safety Bubble,
Discard Pile: Wayfinder (Core), Blessing of the Spellbound (1), Blessing of the Spellbound (3), Blessing of Pharasma,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
X
POWERS:
For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
☑ If you would fail a check by 1, you may bury a card to succeed.
☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
☑ When you play Blessing of Pharasma, add d12 instead of the normal die.

Grand Lodge

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 7, Siathorn/zeroth_hour

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Spoiler:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

Spoiler:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

Spoiler:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

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

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

Spoiler:
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:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Weapons
Spoiler:
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.

Spoiler:
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.

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

Spoiler:
Cutlass +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:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

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

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
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:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic 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:
Alkali Flask
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Spoiler:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

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:
Monkey
SS
Ally 3
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

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

Spoiler:
Albatross
SS
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Spoiler:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

Spoiler:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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.

Top of Blessing Discard Pile:

Blessing of Kelizandri:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 NokNok/Player_shnik
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 Siathorn/zeroth_hour
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:
Blessings Deck Card 5 Blessings Deck Card 5 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seoni/Iammars
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 Imrijka/Redgar
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 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 Siathorn/zeroth_hour
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 NokNok/Player_shnik
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 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
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 18 Blessings Deck Card 18 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Seoni/Iammars
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Beach Card 1:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Beach 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.
Beach Card 3:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Beach Card 4:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 5:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.
Beach Card 6:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Beach Card 7:
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.
Beach Card 8:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Location #2: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Player_shnik, None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Siathorn/zeroth_hour,

Create Mindscape:
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

Windward Isle Card 1:
Astrolabe
SS
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Windward Isle Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Windward Isle Card 3:
Old Salt
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Windward Isle Card 4:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Windward Isle Card 7:
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.
Windward Isle Card 8:
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.
Windward Isle Card 9:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Iammars,

Location #5: Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


deck handler

Siathorn wants to continue at the Windward Isle! It's got a lot of wind!

Ooh, I know how to use an Astrolabe! I just point and go!

(autoacquired.)

Also, the Frilled Lizard knows what to do. (discard to explore)

It's a Shark-eating crab? So is that a shark eating a crab, or a crab eating a shark? (Use Mindscape, Beaststrike Club + recharge Astrolabe.)

Combat 18: 1d10 + 6 + 1d4 + 1 + 1d8 + 1d6 + 1d4 ⇒ (7) + 6 + (4) + 1 + (8) + (3) + (3) = 32
Combat 18: 1d10 + 6 + 1d4 + 1 + 1d8 + 1d6 + 1d4 ⇒ (6) + 6 + (2) + 1 + (5) + (6) + (3) = 29

Anyways, time to heal the ouchies. Cure self

heal: 1d4 + 1 ⇒ (3) + 1 = 4

Recovery time!

(Everything except Frilled Lizard)

Recovery Cure Divine 8: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (3) = 18

"

Siathorn wrote:

Hand: Blessing of the Demon Queen, Beaststrike Club, Angelstep, Aspect of the Frog, Bloodscent#Post-Core, Reed Moccasin,

Displayed: Mitzi, Aspect of the Bull,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 5
Goblin Markers: 5
Mat Reroll: used
NOTES:
Available Support: Cure available for heals. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
Movement:
Other:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Divine: Wisdom +1
Survival: Wisdom +2

Favored Card: Spell or Animal Ally
Hand Size: 5 ☑ 6☐ 7
Proficiencies:
Divine
Powers:
On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
□ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
[X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
□ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
Mitzi:
Display. While displayed:
• For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
• When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

"


Nok-Nok's Deck Handler

Turn 8, Blessing of Sivanah

Siathorn seems to be having so much fun at the Wayward Isle, Nok-Nok decides not to be left out.

Move => Wayward Isle

Draw => Quick-Change Mask

Reveal Mighty Steed, discard Captain's Cutlass to examine => Old Salt

While frolicking with Mitzi, Nok-Nok's steed notices an old man on the beach.

Recharge Fort 9: 1d10 + 1d4 + 6 ⇒ (2) + (3) + 6 = 11 => Captain's Cutlass recharged

Explore => Old Salt

Charisma 7: 1d8 + 1d4 ⇒ (6) + (3) = 9

The wolf starts "playing" with the sailor.

Reveal Mighty Steed, discard Old Salt to examine => Curse of the Flesheaters

Recharge Fort 9: 1d10 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13 => Old Salt recharged

The unhappy man curses Nok-Nok while hiding behind a rock. "Cry, cry, cry, cry about all our flesh being devoured", sings the Sorrowsoul.

Discard Sorrowsoul to explore => Curse of the Flesheaters

Discard Blessing of Zon-Kuthon

Disable 16: 3d10 + 7 ⇒ (4, 3, 6) + 7 = 20 => defeated

It looks like Nok-Nok's skin is too thick for the Flesheaters; he decides to take a well-deserved break.

Nok-Nok wrote:

Hand: Blessing of Maat, Quick-Change Mask, Shadowless Sword, Lockpick Shield, Mighty Steed, Cockroach Coat,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Use Blessings as needed.

Skills and Powers:

SKILLS
Strength d8 [X]+1 [X]+2 [X] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
-Stealth: Dexterity +3
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

POWERS
Hand Size 5 [X] 6 [ ] 7
Proficient with: Light Armors, Weapons
-On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
-On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
-You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
-[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
-[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Favored Card Type: Weapon


Nok-Nok's Deck Handler

At the start of Imrijka's turn, I'll use my steed to examine my location.

Reveal Mighty Steed, discard Lockpick Shield to examine => Potion of Healing

Recharge Fort 9: 1d10 + 1d4 + 6 ⇒ (10) + (2) + 6 = 18 => Lockpick Shield recharged

Nok-Nok wrote:

Hand: Blessing of Maat, Quick-Change Mask, Shadowless Sword, Mighty Steed, Cockroach Coat,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Use Blessings as needed.

Skills and Powers:

SKILLS
Strength d8 [X]+1 [X]+2 [X] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
-Stealth: Dexterity +3
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

POWERS
Hand Size 5 [X] 6 [ ] 7
Proficient with: Light Armors, Weapons
-On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
-On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
-You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
-[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
-[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Favored Card Type: Weapon


Imrijka

Fortune Teller

Corlan

Diplomacy becomes Strength DC 9 1d10 + 4 ⇒ (4) + 4 = 8

Explore

Illusory Wall Gem of Physical Prowess+boIonherator

Perception 6+5= DC 11 1d10 + 3 + 2 + 1d10 ⇒ (1) + 3 + 2 + (10) = 16

examine: Snipers Goggles. Unless anyone posts in Discord that they want the Item 4, move to bottom.

Redraw: Aid, Mysterious Disk.

End of Turn Summary:

Cards 1-2 at Beach dealt with.
Card 3 is Snipers Goggles, moved to bottom unless someone else wants it on top.

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Aid*, Mysterious Disk, Venomous Heavy Crossbow +2, Blessing of Shizuru,

Displayed: Divine Fortune, Blessing of the Inheritor,
Deck: 13 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Blessing of Old Deadeye, Righteousness, Marksman's Bow, Hanelanius Finch*, Blessing of Gorum, Blessing of the Samurai (1), Blessing of Shelyn, Blessing of the Samurai (2), Blessing of Tsukiyo, Court Knight
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*, Gem of Physical Prowess,
Buried Pile: Musket*,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"

Grand Lodge

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 10, Seoni/Iammars

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

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

Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Spoiler:
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.

Barriers
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:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

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:
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:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

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

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

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

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

Spoiler:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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 9 check to recharge this card instead of discarding it.

Spoiler:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
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:
Powder Keg
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Spoiler:
Bottled Lightning
SS
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

Spoiler:
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:
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:
Pteranodon
SS
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Spoiler:
Blessing of 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.

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

Top of Blessing Discard Pile:

Blessing of 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: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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:
Blessings Deck Card 2 Blessings Deck Card 2 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 Seoni/Iammars
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 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Seoni/Iammars
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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 NokNok/Player_shnik
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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seoni/Iammars
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
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 15 Blessings Deck Card 15 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Imrijka/Redgar
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Beach Card 1:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 2:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.
Beach Card 3:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Beach Card 4:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Beach Card 5:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Beach Card 6:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.

Location #2: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Player_shnik, Siathorn/zeroth_hour,

Create Mindscape:
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

Windward Isle Card 1 (Potion of Healing):
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.
Windward Isle Card 2:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Iammars,

Location #5: Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Start of Turn
Seoni moves to the Beach, excited for a brief Beach vacation.

Explore #1
Seoni goes to her Beach vacation, only to find Hurricane Winds. Disappointed that she cannot relax at the beach, she calls on a Blessing of Qi Zhong to help her, along with getting Appleslayer, Zae, and Alaeron to help.
Survival 15: 2d6 + 2 + 3d4 ⇒ (4, 1) + 2 + (3, 4, 4) = 18
Seoni gets by with a little help from her friends. She accidently dropped her Magnetic Grimoire, and Imrijka buries something and the Beach is closed. Seoni does find her Wayfinder again.

End of Turn
Everything else having been done - Seoni relaxes at the Beach.

Seoni wrote:

Hand: Royster McCleagh, Spite Cloud, Rodrick, Blessing of the Spellbound (2), Keren Rhinn, Swipe, Blessing of the Elements,

Displayed: Create Mindscape,
Deck: 9 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Available Support: Swipe, Blessing of Pharasma available for use
Movement: Move me to Windward Isle if my location closes.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Appleslayer, Safety Bubble, Wand of Flying, Wand of Detect Magic, Wayfinder (Core), Fire Snake, Zae, Alaeron
Recharged:
Discard Pile: Blessing of the Spellbound (1), Blessing of the Spellbound (3), Blessing of Pharasma, Blessing of Qi Zhong,
Buried Pile: Magnetic Grimoire,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
X
POWERS:
For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
☑ If you would fail a check by 1, you may bury a card to succeed.
☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


Imrijka

Off-turn

Why hello Seoni! Nice to see a friendly face. Also, you are right: the Crossbow is overkill for a family-friendly vacation area

Bury Venemous Heavy Crossbow +2 to close

Recovery of Divine Fortune: auto-fails

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Aid*, Mysterious Disk, Blessing of Shizuru,

Displayed:
Deck: 13 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Humanbane Crossbow +2, Marksman's Bow, Righteousness, Blessing of Gorum, Blessing of the Samurai (2), Court Knight, Blessing of the Samurai (1), Hanelanius Finch*, Blessing of Old Deadeye, Blessing of Shelyn
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*, Gem of Physical Prowess, Blessing of the Inheritor,
Buried Pile: Musket*, Venomous Heavy Crossbow +2,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"

Grand Lodge

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 11, Siathorn/zeroth_hour

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

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

Spoiler:
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:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

Barriers
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:
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:
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:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

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:
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.

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:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
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.

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

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

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

Spoiler:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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 9 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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.

Items
Spoiler:
Potion of the Ocean
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Spoiler:
Alkali Flask
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Spoiler:
Powder Keg
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

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:
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.

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

Spoiler:
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:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Dindreann
SS
Ally 3
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

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

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

Spoiler:
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Gozreh:
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.

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Seoni/Iammars
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 4 Blessings Deck Card 4 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seoni/Iammars
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 NokNok/Player_shnik
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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Seoni/Iammars
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
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 14 Blessings Deck Card 14 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 19 Blessings Deck Card 19 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #1: Beach
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Iammars, Imrijka/Redgar, None

Location #2: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Player_shnik, Siathorn/zeroth_hour,

Create Mindscape:
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

Windward Isle Card 1 (Potion of Healing):
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.
Windward Isle Card 2:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


deck handler

Siathorn likes healing, but Goblin God gives her all the healing she needs!

Intelligence 5: 2d4 ⇒ (4, 2) = 6

Well okay that Potion of Healing will do too.

Reed Moccasin, go!

It's a Sandbar! Everyone gets to play!

(Really? No Survival?)

But I need a blessing to play... (borrow a 1 die blessing from someone)

Wisdom 11: 2d10 + 1d4 + 4 ⇒ (10, 9) + (1) + 4 = 24

Okie dokie. Someone should drink this healing pot. Probably Seoni.

"

Siathorn wrote:

Hand: Blessing of the Demon Queen, Beaststrike Club, Angelstep, Aspect of the Frog, Bloodscent#Post-Core, Wolverine#Post-Core, Vampire Squid,

Displayed: Mitzi, Aspect of the Bull,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 5
Goblin Markers: 5
Mat Reroll: used
NOTES:
Available Support: Cure available for heals. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
Movement:
Other:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Divine: Wisdom +1
Survival: Wisdom +2

Favored Card: Spell or Animal Ally
Hand Size: 5 ☑ 6☐ 7
Proficiencies:
Divine
Powers:
On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
□ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
[X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
□ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
Mitzi:
Display. While displayed:
• For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
• When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

"


Nok-Nok's Deck Handler

Turn 12, Blessing of the Gods

Reveal Mighty Steed, discard Cockroach Coat to examine => Icy Boarding Pike +1

Recharge Fort 9: 1d10 + 1d4 + 6 ⇒ (5) + (3) + 6 = 14 => Cockroach Coat recharged

Explore => Icy Boarding Pike +1

Strength 10: 1d8 + 1d4 + 5 ⇒ (5) + (3) + 5 = 13 => acquired

Reveal Mighty Steed, discard Icy Boarding Pike +1 to examine => Treasure Hunt

Recharge Fort 9: 1d10 + 1d4 + 6 ⇒ (9) + (3) + 6 = 18 => Icy Boarding Pike +1 recharged

End turn

Nok-Nok wrote:

Hand: Blessing of Maat, Quick-Change Mask, Shadowless Sword, Blessing of the Ancients, Mighty Steed, Blessing of the Midnight Lord,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Use Blessings as needed.

Skills and Powers:

SKILLS
Strength d8 [X]+1 [X]+2 [X] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
-Stealth: Dexterity +3
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

POWERS
Hand Size 5 [X] 6 [ ] 7
Proficient with: Light Armors, Weapons
-On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
-On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
-You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
-[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
-[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Favored Card Type: Weapon


Nok-Nok's Deck Handler

Since I'm guessing Imrijka (or at least, someone) will explore the Treasure Hunt before my next turn, here's my attempt at it.

Spoiler:
Recharge Quick-Change Mask to use Stealth, discard Blessing of the Ancients, recharge Mighty Steed for 1d4

Stealth 12: 2d8 + 1d4 + 8 ⇒ (1, 4) + (1) + 8 = 14 => defeated, random item acquired

Nok-Nok wrote:

Hand: Blessing of Maat, Shadowless Sword, Blessing of the Midnight Lord, [random item]

Displayed:
Deck: 15 Discard: 4 Buried: 0
Notes: Use Blessings as needed.

Grand Lodge

Since you didn't acquire it from the random cards, Nok-Nok....

Nok-Nok's random item:
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.

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

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

Use the Thresher as your ship.

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

If you fail a scenario, immediately replay it.

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

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

When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.

To win the scenario, close all locations.

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

Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

Scenario Level (#): 5

Turn: 13, Imrijka/Redgar

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_
:


Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

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

Spoiler:
Cannoneer
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

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:
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:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Spoiler:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

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

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

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

Spoiler:
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.

Spells
Spoiler:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that 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 12 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:
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Blazing Servant
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

Armors
Spoiler:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

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

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

Spoiler:
Ring of Rat Fangs
SS
Item 4
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

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:
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:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
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:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Seoni/Iammars
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 2 Blessings Deck Card 2 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Seoni/Iammars
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 Siathorn/zeroth_hour
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 NokNok/Player_shnik
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 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Seoni/Iammars
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 NokNok/Player_shnik
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 12 Blessings Deck Card 12 Imrijka/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Siathorn/zeroth_hour
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 NokNok/Player_shnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Imrijka/Redgar
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 Seoni/Iammars
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Location #2: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Player_shnik, Siathorn/zeroth_hour, Seoni/Iammars, Imrijka/Redgar,

Create Mindscape:
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

Windward Isle Card 1 (Treasure Hunt):
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Windward Isle Card 2:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #4: Tidewater Rock
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Imrijka

Off-turn: draw card.

Hour of Hshurha

Oh, a Treasure Hunt? Why not.. Fortune-Teller: Bane, since we know the top card

Knowledge 7+5= DC 12 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Explore:

Morningstar

Melee DC 6 1d4 ⇒ 2

Bah, this is all Junk.

Windward Isles close: perception DC 7 Blessing auto-closes: 2d8 + 3 + 2 ⇒ (8, 8) + 3 + 2 = 21

With these frivolities over, maybe we can go back to the Beach for a relaxing Pineapple Slushie?

We Win!


deck handler

Siathorn is dumb, but she likes treasure. Maybe the Wolverine and Vampire Squid can sniff out some. Siathorn can also sniff out some by sniffing the blood in the air (Bloodscent).

Knowledge 7+#=12: 3d4 + 1d10 ⇒ (1, 4, 4) + (1) = 10

Grand Lodge

Seoni can still try the Treasure Hunt if she'd like.

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

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

SUCCESS!

Scenario Rewards: For the rest of the adventure, ships gain the additional power: When commanding this ship, you may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier.

Character Advancement: Those who are playing for Tier advancement get an experience point and a Hero Point.

Potential Deck Upgrades:

  • Corlan (Ally 3)
  • Royster McCleagh (Ally 2)
  • Old Salt (Ally B)
  • Haneilius Fitch (Ally 3)
  • Astrolabe (Item 1)
  • Ring of Wave Walking (Item 1)
  • Potion of Healing (Item C)
  • Aid (Spell B)
  • Saltbox (Weapon 4)
  • Icy Boarding Pike +1 (Weapon B)
  • Musket (Weapon B)
  • Flaming Falcata +3 (Weapon 5)

    On to the Discussion thread!


  • Deck Handler

    Seoni tries, using a blessing because why not.

    Int 12: 2d6 + 1d4 + 1 ⇒ (6, 4) + (4) + 1 = 15

    Grand Lodge

    Well, that adds another Item 5 to the deck upgrade pile:

    Bottled Lightning:

    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Potential Deck Upgrades:
    Corlan (Ally 3)
    Royster McCleagh (Ally 2)
    Old Salt (Ally B)
    Haneilius Fitch (Ally 3)
    Bottled Lightning (Item 5)
    Astrolabe (Item 1)
    Ring of Wave Walking (Item 1)
    Potion of Healing (Item C)
    Aid (Spell B)
    Saltbox (Weapon 4)
    Icy Boarding Pike +1 (Weapon B)
    Musket (Weapon B)
    Flaming Falcata +3 (Weapon 5)

    Grand Lodge

    Scenario 10-00B: Slavers in the Night

    Dara, your halfling boatswain, slaps her hand on the ship’s table. “Slavers!” she says, as though she finds the word itself distasteful. “Slavers all up and down the river.” In every harbour and fishing community, the stories have been the same: entire households kidnapped in the dead of night. In the morning, neighbours 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 laboured 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

    Plunder Roll: 1d6 ⇒ 4 Item

    Please select your starting locations and draw your starting hands. Seoni will be leading us off.

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

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

    Use the Thresher as your ship.

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

    If you fail a scenario, immediately replay it.

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

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

    When commanding this ship, you may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier.

    Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

    Scenario Level (#): 5

    Turn: 1, Seoni/Iammars

    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_
    :


    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    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:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Spoiler:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

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

    Barriers
    Spoiler:
    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:
    Wyvern Blade Trap
    SS
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

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

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

    Weapons
    Spoiler:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Spoiler:
    Flaming Longbow +2
    SS
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Spoiler:
    Seaborne Trident +1
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic To Acquire:
    Strength
    Melee
    Survival 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Spoiler:
    Humanbane Crossbow +2
    SS
    Weapon 3
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Spoiler:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

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

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

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

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

    Spoiler:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    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:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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 Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    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:
    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:
    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:
    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.

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

    Spoiler:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

    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:
    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.

    Blessings
    Spoiler:
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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 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 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.

    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: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
    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:
    Blessings Deck Card 2 Blessings Deck Card 2 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Seoni/Iammars
    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 Siathorn/zeroth_hour
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 NokNok/Player_shnik
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Seoni/Iammars
    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 Siathorn/zeroth_hour
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 NokNok/Player_shnik
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 NokNok/Player_shnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Seoni/Iammars
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
    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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 NokNok/Player_shnik
    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 Imrijka/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    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 26 Blessings Deck Card 26 NokNok/Player_shnik
    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 27 Blessings Deck Card 27 Imrijka/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Siathorn/zeroth_hour
    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.

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

    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    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: NokNok/Player_shnik, Siathorn/zeroth_hour, Seoni/Iammars, Imrijka/Redgar, None

    Festhall Card 1:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
    Festhall Card 2:
    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.
    Festhall Card 3:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 4:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Festhall Card 5:
    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.
    Festhall Card 6:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Festhall Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Festhall Card 8:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
    Festhall Card 9:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 10:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    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:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Smoking Den Card 2:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Smoking Den Card 5:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Smoking Den Card 6:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 10:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Location #3: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tengu Rookery Card 1:
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Tengu Rookery Card 4:
    Tetrolimulus
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 23
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.
    Tengu Rookery Card 5:
    Rapier +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Tengu Rookery 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.

    Tengu Rookery Card 7:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
    Tengu Rookery Card 8:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Tengu Rookery Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Tengu Rookery Card 10:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warehouse Card 1:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Warehouse Card 2:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
    Warehouse Card 3:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.
    Warehouse Card 4:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Warehouse Card 5:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Warehouse Card 6:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Warehouse Card 7:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
    Warehouse Card 8:
    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_
    Warehouse Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Warehouse Card 10:
    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.”


    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:
    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.
    Floating Shipyard Card 2:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard 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.

    Floating Shipyard Card 4:
    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 5:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Floating Shipyard Card 7:
    Joseph "Jack" Scrimshaw
    SS
    Ally C
    Traits:
    Human
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard Card 8:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Floating Shipyard Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 10:
    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.

    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:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Merchant Marina Card 2:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
    Merchant Marina Card 3:
    Ring of Regeneration
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Healing To Acquire:
    Constitution
    Fortitude
    Divine 11
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
    Merchant Marina Card 4:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Merchant Marina Card 5:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    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 8:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 11:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Merchant Marina Card 12:
    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.


    deck handler

    Merchant Marina looks like a great place to go!

    "

    Siathorn wrote:

    Hand: Angelstep, Ambusher, Blessing of the Demon Queen, Cauterize, Cure#Core, Bloodscent#Post-Core,

    Displayed: Mitzi,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 6
    Goblin Markers: 0
    Mat Reroll: used
    NOTES:
    Available Support: Cure and Angelstep available for heals, but not Cauterize. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
    Movement:
    Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Divine: Wisdom +1
    Survival: Wisdom +2

    Favored Card: Spell or Animal Ally
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Divine
    Powers:
    On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
    At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
    □ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
    [X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
    □ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
    Mitzi:
    Display. While displayed:
    • For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
    • When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

    "


    Nok-Nok's Deck Handler

    Start at Tengu Rookery

    Nok-Nok wrote:

    Hand: Lockpick Shield, Xoff, Cockroach Coat, Blessing of Zon-Kuthon, Sorrowsoul, Shadowless Sword,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use Blessings as needed.

    Skills and Powers:

    SKILLS
    Strength d8 [X]+1 [X]+2 [X] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
    -[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    -[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Favored Card Type: Weapon


    Imrijka will start at the Warehouse

    "

    Imijka wrote:

    Hand: Blessing of the Inheritor, Blessing of the Samurai (1), Gem of Physical Prowess, Blessing of Shizuru, Righteousness, Venomous Heavy Crossbow +2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Movement: Move me somewhere w/out a nasty SoT power if my location closes.
    Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Gorum, Blessing of Shelyn, Celestial Armor, Blessing of the Samurai (2), Blessing of Old Deadeye, Humanbane Crossbow +2, Marksman's Bow, Celestial Crossbow +3, Court Knight, Seeking Shortbow +2, Mysterious Disk, Divine Fortune, Fortune-Teller
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Charisma d6 ☐ +1

    POWERS:
    You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
    When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
    [x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
    [ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
    [x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
    [x] You gain the skill Perception: Wisdom +2.
    Favored Card: Blessing or Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons


    Decklist:

    https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
    "


    Deck Handler

    Seoni starts in the Merchant Marina.

    Seoni wrote:

    Hand: Blessing of Qi Zhong, Ring of Regeneration, Alaeron, Wand of Flying, Cloudburst, Wand of Detect Magic, Rodrick,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Swipe, Blessing of Pharasma available for use
    Movement: Move me to Windward Isle if my location closes.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Swipe, Blessing of the Elements, Appleslayer, Zae, Blessing of the Spellbound (1), Magnetic Grimoire, Safety Bubble, Create Mindscape, Spite Cloud, Blessing of the Spellbound (2), Keren Rhinn, Blessing of the Spellbound (3), Fire Snake
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☑ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☑ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    X
    POWERS:
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.

    Explore #1
    The first thing that Seoni finds at the Merchant Marina is a Breastplate of the Deep. While she's not usually the best at assessing quality of armor, the air around the Marina encourages her to give it a shot.
    Constitution 11: 1d6 + 5 ⇒ (5) + 5 = 10
    Seoni buries her Wand of Detect Magic to get the armor.

    Explore #2
    Seoni sends Alaeron to explore ahead. Alearon finds a Gargoyle Sniper. Seoni isn't able to spot it ahead of time, so the gargoyle shoots her for 1d4 - 1 ⇒ (3) - 1 = 2 Ranged Combat damage. Fortunately, Seoni is wearing this awesome armor she just picked up, and ignores the damage.
    Then, Seoni discards her armor to power up her blast, and thanks to the Merchant Marina, it is extra powered.
    Combat 18: 1d12 + 6 + 1d6 + 1 + 5 ⇒ (12) + 6 + (3) + 1 + 5 = 27
    Seoni blasts the Gargoyle away easily.

    Explore #3
    Seoni calls upon the Blessing of Qi Zhong, which heals her Breastplate of the Deep and allows Seoni to explore further. Seoni comes across a Ring of Regeneration. (Lol) Seoni attempts to pick up her second ring.
    Constitution 11: 1d6 + 5 ⇒ (4) + 5 = 9
    However, the merchant doesn't really want to sell her one when she already has one.

    Seoni asks Rodrick to pray to Qi Zhong to get the Blessing of Qi Zhong back.
    Then, she uses her Wand of Flying to check out the Warehouse (finding Dindreann) and the Tengu Rookery (finding a Jolly Roger). She then flies to the Tengu Rookery. Ending her turn there allows her to spot the Crawing Cyclops Hands at the Merchant Marina.

    End of Turn
    The Ring of Regeneration heals Rodrick.
    Seoni rests with the tengu.

    Seoni wrote:

    Hand: Spite Cloud, Ring of Regeneration, Blessing of Pharasma, Wand of Flying, Cloudburst, Blessing of the Spellbound (2), Blessing of Qi Zhong,

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessing of Pharasma, Spellbound available for use
    Movement: Move me to Merchant Marian if my location closes.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Safety Bubble, Blessing of the Spellbound (1), Magnetic Grimoire, Blessing of the Elements, Keren Rhinn, Breastplate of the Deep, Create Mindscape, Swipe, Zae, Blessing of the Spellbound (3), Appleslayer, Fire Snake
    Recharged: Rodrick,
    Discard Pile: Alaeron,
    Buried Pile: Wand of Detect Magic,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☑ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☑ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    X
    POWERS:
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.

    Grand Lodge

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

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

    Use the Thresher as your ship.

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

    If you fail a scenario, immediately replay it.

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

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

    When commanding this ship, you may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier.

    Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

    Scenario Level (#): 5

    Turn: 2, Siathorn/zeroth_hour

    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_
    :


    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

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

    Spoiler:
    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.

    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Barriers
    Spoiler:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

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

    Spoiler:
    Cannonade
    SS
    Barrier 3
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Survival 10
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    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.

    Weapons
    Spoiler:
    Saltbox
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Goblin Pegleg
    SS
    Weapon P
    Traits:
    Club
    Melee
    Bludgeoning
    Poison
    Swashbuckling To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
    "Scurvy dogs done ate my leg,
    So I got this fancy peg.
    Pounded nails all through and through,
    Goblin kick now poisons you!" -Ranzak, goblin Pirate


    Spoiler:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    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:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

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

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    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 Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

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

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

    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:
    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.

    Allies
    Spoiler:
    Barracuda Aiger
    SS
    Ally 5
    Traits:
    Half-Elf
    Rogue
    Captain
    Pirate To Acquire:
    Dexterity
    Ranged 9
    THEN Charisma
    Diplomacy 12
    If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
    Banish this card and recharge another card to examine your location deck.

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

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

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

    Blessings
    Spoiler:
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    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.

    Top of Blessing Discard Pile:

    Blessing of Gorum:
    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.

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Seoni/Iammars
    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 Siathorn/zeroth_hour
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 NokNok/Player_shnik
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Seoni/Iammars
    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 Siathorn/zeroth_hour
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 NokNok/Player_shnik
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 NokNok/Player_shnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Seoni/Iammars
    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 Siathorn/zeroth_hour
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 NokNok/Player_shnik
    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 18 Blessings Deck Card 18 Imrijka/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    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 25 Blessings Deck Card 25 NokNok/Player_shnik
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Imrijka/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Siathorn/zeroth_hour
    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.

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

    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

    Festhall Card 1:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
    Festhall Card 2:
    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.
    Festhall Card 3:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 4:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Festhall Card 5:
    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.
    Festhall Card 6:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Festhall Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Festhall Card 8:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
    Festhall Card 9:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 10:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    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:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Smoking Den Card 2:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Smoking Den Card 5:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Smoking Den Card 6:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 10:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    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: NokNok/Player_shnik, Seoni/Iammars, None
    Tengu Rookery Card 1 (Jolly Roger):
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Tengu Rookery Card 4:
    Tetrolimulus
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 23
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.
    Tengu Rookery Card 5:
    Rapier +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Tengu Rookery 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.

    Tengu Rookery Card 7:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
    Tengu Rookery Card 8:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Tengu Rookery Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Tengu Rookery Card 10:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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: Imrijka/Redgar, None
    Warehouse Card 1 (Dindreann):
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Warehouse Card 2:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
    Warehouse Card 3:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.
    Warehouse Card 4:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Warehouse Card 5:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Warehouse Card 6:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Warehouse Card 7:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
    Warehouse Card 8:
    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_
    Warehouse Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Warehouse Card 10:
    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.”


    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:
    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.
    Floating Shipyard Card 2:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard 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.

    Floating Shipyard Card 4:
    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 5:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Floating Shipyard Card 7:
    Joseph "Jack" Scrimshaw
    SS
    Ally C
    Traits:
    Human
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard Card 8:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Floating Shipyard Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 10:
    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.

    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: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Siathorn/zeroth_hour, None
    Merchant Marina Card 1 (Crawling Cyclops Hands):
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Merchant Marina Card 2:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Merchant Marina Card 5:
    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.
    Merchant Marina Card 6:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Merchant Marina Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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


    deck handler

    Siathorn prays for the Crawling Cyclops Hands to go away. Siathorn does not like creepy hands. Siathorn wants Seoni to help spellbind it (Seoni recharges BotSpell)

    Divine 10: 2d10 + 5 ⇒ (7, 9) + 5 = 21

    Siathorn then asks the Ambusher if any Animals or Plants are around. (Discard to examine)

    Heartbreak... isn't an Animal.
    This Periscope... also isn't an Animal
    This Flaming Sword of Fire... is pretty good, but not an Animal either.

    Siathorn is sad.

    I leave them in the default order, unless someone wants the Flaming Sword of Fire.

    Immediately display Leather Armor after reset.

    "

    Siathorn wrote:

    Hand: Angelstep, Cloud Puff, Blessing of the Demon Queen, Cauterize, Cure#Core, Bloodscent#Post-Core,

    Displayed: Mitzi, Leather Armor#Core,
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 6
    Goblin Markers: 0
    Mat Reroll: used
    NOTES:
    Available Support: Cure and Angelstep available for heals, but not Cauterize. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
    Movement:
    Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Divine: Wisdom +1
    Survival: Wisdom +2

    Favored Card: Spell or Animal Ally
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Divine
    Powers:
    On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
    At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
    □ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
    [X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
    □ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
    Mitzi:
    Display. While displayed:
    • For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
    • When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

    "


    Nok-Nok's Deck Handler

    Turn 3, Blessing of Kelizandri

    Yarr, Nok-Nok feels piratey!

    Explore => Jolly Roger

    Wisdom 8: 2d4 + 2 ⇒ (4, 3) + 2 = 9 => acquired

    Display Cockroach Coat

    Discard Xoff to examine top 3, reorder, explore

    Card 2 => Ambush
    Card 3 => Port Peril Corsair
    Card 4 => Tetrolimulus

    Keep same order, explore => Ambush

    Dexterity 14: 1d8 + 1d4 + 5 ⇒ (8) + (2) + 5 = 15 => defeated

    Free explore => Port Peril Corsair

    BA damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Nok-Nok dodges the bullet and lunges to the attack!

    Reveal Shadowless Sword, recharge Blessing of Zon-Kuthon

    Combat 23: 4d8 + 1d4 + 10 ⇒ (5, 8, 4, 4) + (1) + 10 = 32 => defeated

    Nok-Nok takes a break wiping his sword, sizing up the huge crab blocking the way.

    End turn, examine Festhall => Resist Energy

    Nok-Nok wrote:

    Hand: Lockpick Shield, Jolly Roger, Flaming Scimitar +1, Quick-Change Mask, Sorrowsoul, Shadowless Sword,

    Displayed: Cockroach Coat,
    Deck: 13 Discard: 1 Buried: 0
    Notes:

    Skills and Powers:

    SKILLS
    Strength d8 [X]+1 [X]+2 [X] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
    -[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    -[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Favored Card Type: Weapon


    Imrijka

    Hour of the Gods

    Ahoy Nok-Nok! I see you have found a giant crab to fight.

    Move to Tengu Rookery

    Tetrilonius

    Display: Righteousness. Use:Venomous Heavy Crossbow +2. Recharge BotInheritor for +1d4. Recharge Blessing of the Samurai 1

    Combat DC 23

    3d10 + 7 + 1d6 + 1d4


    3d10 + 1d6 + 1d4 + 7 ⇒ (8, 6, 9) + (4) + (3) + 7 = 37

    Crab makes me reroll

    3d10 + 1d6 + 1d4 + 7 ⇒ (8, 1, 9) + (2) + (2) + 7 = 29

    Mmmm, Crab Cakes.

    Extra explore? 1d6 ⇒ 6

    Rapier +2

    Strength DC 10 1d10 + 4 ⇒ (8) + 4 = 12

    Bah. I don't need this junk.

    Discard Rapier +2, redraw:

    Mysterious Disk
    Fortune-Teller
    Blessing of the Samurai (2)

    End of Turn Summary:
    Cards 4, 5 at Tengu Rookery dealt with.
    Top Card of Smoking Den = Shark-Eating Crab

    "

    Imijka wrote:

    Hand: Venomous Heavy Crossbow +2, Blessing of Shizuru, Gem of Physical Prowess, Mysterious Disk, Fortune-Teller, Blessing of the Samurai (2),

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 0
    NOTES:
    Movement: Move me somewhere w/out a nasty SoT power if my location closes.
    Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Celestial Armor, Blessing of Old Deadeye, Celestial Crossbow +3, Divine Fortune, Court Knight, Blessing of Gorum, Humanbane Crossbow +2, Blessing of Shelyn, Marksman's Bow, Seeking Shortbow +2
    Recharged: Blessing of the Inheritor, Blessing of the Samurai (1),
    Discard Pile: Blessing of Shizuru, Righteousness, Rapier +2*,
    Buried Pile:

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

    POWERS:
    You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
    When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
    [x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
    [ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
    [x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
    [x] You gain the skill Perception: Wisdom +2.
    Favored Card: Blessing or Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons


    Decklist:

    https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
    "

    Grand Lodge

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

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

    Use the Thresher as your ship.

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

    If you fail a scenario, immediately replay it.

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

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

    When commanding this ship, you may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier.

    Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

    Scenario Level (#): 5

    Turn: 5, Seoni/Iammars

    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_
    :


    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

    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:
    Will-o'-Wisp
    SS
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    All damage from the Will-o'-Wisp is Electricity damage.
    You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers_

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

    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Barriers
    Spoiler:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

    Spoiler:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Wyvern Blade Trap
    SS
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

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

    Weapons
    Spoiler:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Spoiler:
    Humanbane Crossbow +2
    SS
    Weapon 3
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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

    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Spells
    Spoiler:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spoiler:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that 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 12 check to recharge this card instead of discarding it.

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

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

    Armors
    Spoiler:
    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:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Ring of Rat Fangs
    SS
    Item 4
    Traits:
    Accessory
    Magic
    Healing To Acquire:
    Constitution
    Fortitude 10
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

    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:
    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:
    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:
    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


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

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    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:
    Pierce Jerrell
    SS
    Ally 3
    Traits:
    Human
    Sorcerer
    Captain
    Pirate To Acquire:
    Intelligence
    Arcane 6
    OR Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    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 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.

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 NokNok/Player_shnik
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Seoni/Iammars
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 NokNok/Player_shnik
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 NokNok/Player_shnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Seoni/Iammars
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 NokNok/Player_shnik
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Imrijka/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Siathorn/zeroth_hour
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 NokNok/Player_shnik
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Imrijka/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
    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.

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

    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

    Festhall Card 1 (Resist Energy):
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
    Festhall Card 2:
    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.
    Festhall Card 3:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 4:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Festhall Card 5:
    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.
    Festhall Card 6:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Festhall Card 7:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Festhall Card 8:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
    Festhall Card 9:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 10:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    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 (Shark-Eating Crab):
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Smoking Den Card 2:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Smoking Den Card 5:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Smoking Den Card 6:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 10:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    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: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Player_shnik, Seoni/Iammars, None
    Tengu Rookery 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.

    Tengu Rookery Card 2:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
    Tengu Rookery Card 3:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Tengu Rookery Card 4:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Tengu Rookery Card 5:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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: Imrijka/Redgar, None
    Warehouse Card 1 (Dindreann):
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Warehouse Card 2:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
    Warehouse Card 3:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.
    Warehouse Card 4:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Warehouse Card 5:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Warehouse Card 6:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Warehouse Card 7:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
    Warehouse Card 8:
    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_
    Warehouse Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Warehouse Card 10:
    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.”


    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:
    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.
    Floating Shipyard Card 2:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard 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.

    Floating Shipyard Card 4:
    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 5:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Floating Shipyard Card 7:
    Joseph "Jack" Scrimshaw
    SS
    Ally C
    Traits:
    Human
    Pirate To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard Card 8:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Floating Shipyard Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 10:
    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.

    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: 0 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Siathorn/zeroth_hour, None
    Merchant Marina Card 1 (Heartbreak Hinsin):
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Merchant Marina Card 2 (Periscope):
    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.
    Merchant Marina Card 3 (Flaming Falcata +3):
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    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.


    Deck Handler

    Note - I think I had forgotten to recharge my Wand of Flying last turn, so I recharged it. That's why I have the extra blessing and no wand.

    Start of Turn
    Ring of Regeneration heals Alaeron.

    Seoni moves back to the Merchant Marina.

    Explore #1
    Seoni runs into Heartbreak Hinsin. Between Seoni's natural charms and the atmosphere of the Marina, Heartbreak falls for her.

    Explore #2
    Seoni then asks Heartbreak Hinsin to look ahead. He finds a Periscope. Normally, Seoni would have a little trouble with this, but thanks to the Marina, she acquires it with ease.

    Explore #3
    Seoni uses the Blessing of Qi Zhong to explore, healing Heartbreak Hinsin. Seoni comes across a Flaming Falcata +3. Even with air of the Marina, it's not enough to be able to acquire the weapon.

    Seoni uses the Periscope to look at the bottom of the Merchant Marina and she spies a Magic Spyglass and a Duergar Slave-Taker. She puts the Spyglass under the Duergar.

    Explore #4
    Seoni uses the Blessing of the Spellbound to look at the only unknown part of the Marina. She spies a Icy Boarding Pike +1. She can't pick this up either.

    End of Turn
    Ring of Regeneration heals the Blessing of Qi Zhong.

    Seoni wrote:

    Hand: Spite Cloud, Cloudburst, Ring of Regeneration, Wand of Flying, Magnetic Grimoire, Rodrick, Blessing of Pharasma,

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessing of Pharasma, Spellbound available for use
    Movement: Move me to Merchant Marian if my location closes.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Breastplate of the Deep, Blessing of the Spellbound (2), Safety Bubble, Keren Rhinn, Swipe, Appleslayer, Heartbreak Hinsin, Blessing of the Elements, Zae, Fire Snake, Create Mindscape, Blessing of the Spellbound (3), Alaeron
    Recharged: Blessing of Qi Zhong,
    Discard Pile: Periscope, Blessing of the Spellbound (1),
    Buried Pile: Wand of Detect Magic,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☑ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☑ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    X
    POWERS:
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    deck handler

    Siathorn would like that Resist Energy, but would also like to heal Redgar... decisions decisions.

    If Seoni lets me Fly:

    Examine Floating Shipyard and Tengu Rookery (pending acceptance)

    Cure Redgar.

    Resist Energy Divine 10: 1d10 + 5 ⇒ (10) + 5 = 15

    If Seoni does not let me Fly:

    Move to Warehouse and explore to banish the Dindreann, then Cure Redgar

    In both cases, Cure gets recovered.

    Cure Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15

    Thylacine is put back into the deck if I pick up Resist Energy.

    "

    Siathorn wrote:

    Hand: Angelstep, Cloud Puff, Blessing of the Demon Queen, Cauterize, Thylacine, Bloodscent#Post-Core, Wolverine#Post-Core, Blessing of Milani,

    Displayed: Mitzi, Leather Armor#Core,
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 6
    Goblin Markers: 0
    Mat Reroll: used
    NOTES:
    Available Support: Cure and Angelstep available for heals, but not Cauterize. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
    Movement:
    Other:

    [spoiler=Skills and Powers]SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Divine: Wisdom +1
    Survival: Wisdom +2

    Favored Card: Spell or Animal Ally
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Divine
    Powers:
    On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
    At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
    □ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
    [X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
    □ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
    Mitzi:
    Display. While displayed:
    • For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
    • When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

    "

    [/spoiler]


    Nok-Nok's Deck Handler

    Tengu Rookery examined with Wand of Flying => Duergar Slave-Taker

    Turn 7, Blessing of Norgorber

    Explore => Duergar Slave-Taker

    No one will enslave Nok-Nok!

    BA Fortitude 11: 1d10 + 1d4 + 11 ⇒ (6) + (3) + 11 = 20

    Reveal Shadowless Sword

    Combat 17: 2d8 + 1d4 + 10 ⇒ (6, 8) + (4) + 10 = 28 => defeated

    Nok-Nok plants his flag on the mountaintop to warn away other slavers.

    To close, banish Jolly Roger

    Tengu Rookery closed!

    When closed, examine deck => Blessing of Maat; leave on top

    End of turn, examine Festhall => Blessing of Gorum

    Nok-Nok wrote:

    Hand: Lockpick Shield, Blessing of Maat, Flaming Scimitar +1, Quick-Change Mask, Sorrowsoul, Shadowless Sword,

    Displayed: Cockroach Coat,
    Deck: 12 Discard: 1 Buried: 0
    Notes: Use Blessing if needed

    Skills and Powers:

    SKILLS
    Strength d8 [X]+1 [X]+2 [X] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers ([X] and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item ([X] or a check that is not a check to acquire or defeat), add ([X] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 ([ ] 4) cards you would discard as damage. ([ ]If you do, you may draw a card.)
    -[ ]When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    -[ ] When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Favored Card Type: Weapon


    deck handler

    (clarified turn)

    Since Seoni lets me Fly, I can do that at any point during the turn between steps. I pick between "Give a card" and "Move locations" step. I examine the Tengu Rookery and Floating Shipyard. Rookery has the Slave-Taker as Nok-Nok found out, and the Floating Shipyard has Pirate Hunting on it. I then Cure Redgar during this set of between steps, and then move to Festhall during my move step, and pick up the Resist Energy (the Divine roll above which results in 15). I then recover (the other Divine roll for the Cure which also results in 15) reset. +2 to reset hand size due to the Plant reveal power.

    "

    Siathorn wrote:

    Hand: Angelstep, Cloud Puff, Blessing of the Demon Queen, Cauterize, Resist Energy, Bloodscent#Post-Core, Wolverine#Post-Core, Blessing of Milani,

    Displayed: Mitzi, Leather Armor#Core,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 6
    Goblin Markers: 0
    Mat Reroll: used
    NOTES:
    Available Support: Angelstep available for heals, but not Cauterize. Demon Queen available for emergencies, but ask first. Bloodscent works locally for Perception/Knowledge/Survival.
    Movement:
    Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Divine: Wisdom +1
    Survival: Wisdom +2

    Favored Card: Spell or Animal Ally
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Divine
    Powers:
    On local checks against ([X] Obstacle, Plant, Weather,) Aberration, Animal, Goblin, or Vermin cards, add 1d4 ([X] 1d6). If the character succeeds, you may mark this card with a goblin marker.
    At the start of your turn, you may exchange a card for a random Animal card from a local (□ or distant) character’s discards.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
    □ You may remove a goblin marker from this card to heal a local character a card (□ or 1d4 cards); if you are at a Wild location, heal that character an additional card. (□ Then a local character may remove 1 of their scourges.)
    [X] You may remove a goblin marker from this card to roll 1d12 instead of your normal Strength, Dexterity, or Constitution die.
    □ On your (□ or a local) non-combat check at a Wild location, you may recharge or reload a card to add the number of goblin markers on this card.
    Mitzi:
    Display. While displayed:
    • For your combat check, you may discard the top card of your deck to use your Survival skill + 1d6 plus the discarded card’s level and add the Animal and Melee traits.
    • When you would discard an Animal card from your deck or as damage, you may shuffle it into another Goblin character’s deck instead.

    "

    Grand Lodge

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

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

    Use the Thresher as your ship.

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

    If you fail a scenario, immediately replay it.

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

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

    When commanding this ship, you may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier.

    Turn Order: Nok-Nok, Imrijka, Seoni, Siathorn

    Scenario Level (#): 5

    Turn: 8, Imrijka/Redgar

    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_
    :


    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

    Spoiler:
    Manticore
    SS
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 12
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    Spoiler:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

    Spoiler:
    Coral Golem
    SS
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

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

    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:
    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:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Weapons
    Spoiler:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    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:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Spoiler:
    Humanbane Crossbow +2
    SS
    Weapon 3
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Spells
    Spoiler:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

    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:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

    Armors
    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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:
    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:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    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:
    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:
    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


    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:
    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:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.

    Spoiler:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

    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.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 1 Seoni/Iammars
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 2 Siathorn/zeroth_hour
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Player_shnik:
    Spoiler:
    [b]Hourglass Card 3 NokNok/Player_shnik
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Imrijka/Redgar:
    Spoiler:
    [b]Hourglass Card 4 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 5 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 6 Siathorn/zeroth_hour
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 NokNok/Player_shnik:
    Spoiler:
    [b]Hourglass Card 7 NokNok/Player_shnik
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Imrijka/Redgar:
    Spoiler:
    [b]Hourglass Card 8 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 9 Seoni/Iammars
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 10 Siathorn/zeroth_hour
    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.
    Hourglass Card 11 NokNok/Player_shnik:
    Spoiler:
    [b]Hourglass Card 11 NokNok/Player_shnik
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Imrijka/Redgar:
    Spoiler:
    [b]Hourglass Card 12 Imrijka/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 13 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 14 Siathorn/zeroth_hour
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 NokNok/Player_shnik:
    Spoiler:
    [b]Hourglass Card 15 NokNok/Player_shnik
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Imrijka/Redgar:
    Spoiler:
    [b]Hourglass Card 16 Imrijka/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 17 Seoni/Iammars
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 18 Siathorn/zeroth_hour
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 NokNok/Player_shnik:
    Spoiler:
    [b]Hourglass Card 19 NokNok/Player_shnik
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Imrijka/Redgar:
    Spoiler:
    [b]Hourglass Card 20 Imrijka/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Seoni/Iammars:
    Spoiler:
    [b]Hourglass Card 21 Seoni/Iammars
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Siathorn/zeroth_hour:
    Spoiler:
    [b]Hourglass Card 22 Siathorn/zeroth_hour
    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.

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

    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Siathorn/zeroth_hour, None

    Festhall Card 1 (Blessing of Gorum):
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Festhall Card 2:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 3:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Festhall Card 4:
    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.
    Festhall Card 5:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Festhall 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.

    Festhall Card 7:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
    Festhall Card 8:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Festhall Card 9:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    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 (Shark-Eating Crab):
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Smoking Den Card 2:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Smoking Den Card 5:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Smoking Den Card 6:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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

    Smoking Den Card 10:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    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: NokNok/Player_shnik, 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: Imrijka/Redgar, None

    Warehouse Card 1 (Dindreann):
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Warehouse Card 2:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
    Warehouse Card 3:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.
    Warehouse Card 4:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Warehouse Card 5:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Warehouse Card 6:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Warehouse Card 7:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
    Warehouse Card 8:
    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_
    Warehouse Card 9:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Warehouse Card 10:
    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.”


    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 (Pirate Hunting):
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Floating Shipyard Card 2:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard 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.

    Floating Shipyard Card 4:
    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 5:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Floating Shipyard Card 7:
    Joseph "Jack" Scrimshaw
    SS
    Ally C
    Traits:
    Human
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Floating Shipyard Card 8:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Floating Shipyard Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 10:
    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.

    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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/Iammars, None
    Merchant Marina Card 1:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Merchant Marina Card 2:
    Duergar Slave-Taker
    10-00
    Henchman 2
    Type: Monster
    Traits:
    Dwarf
    Fighter
    Veteran
    To Defeat:
    Combat 12
    Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.

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

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


    Imrijka

    Hour of the Gods

    I'm hungry.

    Move to Feast Hall, Fortune-Teller (Boon, of course)

    Blessing of Gorum

    Strength DC 4 1d12 + 4 ⇒ (1) + 4 = 5

    Explore Amivar Sorrinash

    A fellow hunter! Let us compare muscles... Recharge Gem of Physical Prowess

    Wisdom DC 8 1d10 + 3 ⇒ (2) + 3 = 5 Use Nok-Nok's Blessing of Maat to add 3, which makes 8.

    Diplomacy DC 11 1d10 + 4 ⇒ (3) + 4 = 7 Bury Mysterious Disk, to reroll and add a dice 1d10 + 4 + 1d10 ⇒ (6) + 4 + (5) = 15

    Let us hunt together! Use Aminar Sorrinash to explore, adding Swash

    Insanity Daemon

    BYA Arcane DC 8 1d4 ⇒ 1

    A quarry worthy of our spatula! A garbonzo foe of epic bloviation! Darnit, something is messing with my head...

    Venemous Heavy Crossbow +2, Blessing of Gorum, Location Power

    Combat DC 20 1d10 + 5 + 1d10 + 2 + 2d10 + 1d4 ⇒ (7) + 5 + (9) + 2 + (1, 6) + (1) = 31

    Now the kicker... Wisdom DC 10 Recharge Blessing of the Samurai 2 to add +1d4 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8

    Recharge Blessing of Shizuru, end turn either way.

    End of Turn Summary:
    Cards 1-3 at Feasthall Dealt With
    Blessing B Acquired (Gorum)
    Ally 4 Acquired (Aminar Sorrinash)
    USED NOK-NOK's MAAT

    "

    Imijka wrote:

    Hand: Venomous Heavy Crossbow +2, Fortune-Teller,

    Displayed:
    Deck: 16 Discard: 5 Buried: 1
    Hero Points: 0
    NOTES:
    Movement: Move me somewhere w/out a nasty SoT power if my location closes.
    Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Humanbane Crossbow +2, Blessing of Shelyn, Marksman's Bow, Seeking Shortbow +2, Blessing of Gorum, Court Knight, Celestial Crossbow +3, Divine Fortune, Celestial Armor, Blessing of Old Deadeye, Aminar Sorrinash*
    Recharged: Blessing of the Inheritor, Blessing of the Samurai (1), Gem of Physical Prowess, Blessing of the Samurai (2),
    Discard Pile: Blessing of Shizuru, Righteousness, Rapier +2*, Avimar Sorrinash*, Blessing of Gorum*,
    Buried Pile: Mysterious Disk,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Knowledge +2
    Divine +1
    Perception +2
    Charisma d6 ☐ +1
    POWERS:
    You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
    When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
    [x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
    [ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
    [x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
    [x] You gain the skill Perception: Wisdom +2.
    Favored Card: Blessing or Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons

    Decklist:

    https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
    "


    Deck Handler

    Start of Turn
    Ring of Regeneration heals Periscope.
    Seoni asks Rodrick to go get her Blessing of the Spellbound back.

    Explore #1
    Seoni comes across the Duergar Slave-Taker. The Slave-Taker tried to cause some trouble for Seoni, but she uses Cloudburst to ignore his before you act shenanigans. Then Seoni strikes the Duergar with the Cloudburst, powering it up with a Blessing of the Spellbound (recharging it) and a Magnetic Grimoire.
    Combat 17: 1d12 + 6 + 3d6 + 1d12 + 1d4 ⇒ (6) + 6 + (5, 6, 1) + (5) + (2) = 31
    Having come across the duergar here, Seoni moves to finish the location. Fortunately, talking with Merchants at the Marina is really easy, and she automatically closes the location. (1d12+6 vs. 6) However, as much as she wants to talk it out, it will cost her, and she gives them her scroll of Spite Cloud

    End of Turn
    Seoni expertly recovers Cloudburst, and the Ring of Regeneration recovers Rodrick

    Start of Siathorn's Turn
    Seoni casts Create Mindscape on the Smoking Den.

    Seoni wrote:

    Hand: Alaeron, Ring of Regeneration, Heartbreak Hinsin, Magnetic Grimoire, Blessing of the Elements, Blessing of Pharasma,

    Displayed: Create Mindscape,
    Deck: 15 Discard: 1 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessing of Pharasma available for use
    Movement: Move me to x if my location closes.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound (2), Swipe, Safety Bubble, Breastplate of the Deep, Fire Snake, Appleslayer, Keren Rhinn, Blessing of the Spellbound (3), Zae
    Recharged: Blessing of Qi Zhong, Wand of Flying, Periscope, Blessing of the Spellbound (1), Cloudburst, Rodrick,
    Discard Pile: Spite Cloud,
    Buried Pile: Wand of Detect Magic,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☑ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☑ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    X
    POWERS:
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.

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