[ACG] [Gameday VIII] The Hao Jin Cataclysm - EmpTyger (Inactive)

Game Master EmpTyger

Tier 2 table (for characters tier 1-3)

  • Talitha/MauveAvengr
  • Sajan/Yewstance
  • Angban/ScorchedOne
  • Estra/Mhuirich

Reward powers:
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."

Each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

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.”

Muckmouth Secured: Each character may either shuffle a card from his discard pile into his deck or draw a card. (during 10-00C)

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

Temple Secured: Each character draws a blessing from the box. If that blessing has the Basic trait, that character may recharge a random blessing from her discard pile. (during 10-00D)

Round Mountain Secured: Each character may examine the top card of any location deck, then may move. (during 10-00D)

Slave Mountain Secured: Each character draws an ally from the box. If that ally has the Basic trait, that character may recharge a random ally from his discard pile. (during 10-00D)

Patchwork Allies Secured: Each character draws a random weapon or spell that does not have the Basic trait from the box. (during 10-00D)

Undead Contained: Each character adds 1d6 and the Magic trait to her checks against banes that have the Undead trait.

Guardian’s Last Stand: Shuffle 5 Conflagration henchmen into the blessings deck, then discard 5 cards from the blessings deck. Also do this when setting up any subsequent scenarios in this adventure.


Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move or be moved from your location.


    4) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    5) Devil’s Pallor
    Spoiler:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Wisdom/Survival 7
    OR
    Constitution/Fortitude 9
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.

    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trail or a weapon.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    6) Thresher
    Spoiler:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    7) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    8) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    9) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    10) Deathknell
    Spoiler:
    Ship 2
    Class 7

    When Encountering
    To Defeat:
    Divine 7
    OR
    Wisdom/Survival 9
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    When Commanding (Wrecked)
    To Repair:
    Divine 6
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


Scourges:
Curse of Poisoning
Spoiler:
Scourge B

Traits:
Curse
Poison

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


Summoned Henchmen:
Buccaneer
Spoiler:
Monster Henchman B

Traits:
Human
Pirate
Veteran

To Defeat:
Combat 8

The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Monster Henchman B

Traits:
Animal
Aquatic
Veteran

To Defeat:
Combat 9

The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker


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**OVERSEER ANNOUNCEMENT**

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

~~~

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

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

BR’s – begin part 3!


Scenario D: Astral Reavers

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

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

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

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

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

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

When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

To win this scenario, close all locations.

PIRACY
Starting plunder: 1d6 ⇒ 4
Item


This should have been posted before the "Slave Mountain Secured" notification. It will also take affect at the start of Scenario D.

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

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


During This Adventure:

Thresher:
Ship 2
Class 2

When Encountering
To Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
Before you act, bury a random card from your discard pile.

When Commanding
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.

When Commanding (Wrecked)
To Repair:
Craft 6
At the start of your turn, summon and encounter the henchman Hammerhead Shark.

During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift
location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from
that location into each open location.

Additional Rules: Plunder: 1 Item

Villain:
?

Henchmen:
?

To win this scenario, close all locations.

Scenario Level (#): 2

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

Location #2: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Location #5: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:


Random blessing (Sajan):
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.

Random blessing (Angban):
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.

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

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

Random ally (Sajan):
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.

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

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

Random ally (Talitha):
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.

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

Random non-Basic Spell (Estra):
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.

Random non-Basic spell (Talitha):
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.


STR d4 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d10 (Divine +2, Perception + 2) | CHA d10 Deck Handler

Estra will examine #2: Docks, and start with Sajan at his location. I added the random cards to my starting hand, LMK if that's not correct.

Estra wrote:

Hand: Honaire (Occult Adventures 1), Blessing of the Gods, Walking Stick, Burst of Adrenaline, Psychic Detective, Blessing of the Gods (3), Lookout, Find Traps,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: I'll move with Sajan.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Blessing of Milani, Spiritual Ally, Blessing of the Gods (2), Confusion (Core), Inflict Pain, Padded Armor, Dowsing Rod, Ectoplasm, Scrying Mirror
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury (☑ or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.


STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

Talitha will look at the top card of Estra's and Sajan's location. She will start at the Docks.

Talitha wrote:

Hand: Quarterstaff of Vaulting, Lightning Touch, Find Traps, Anubis Staff, Coral Capuchin, Blessing of the Gods 2, Blessing of Pharasma, Blessing of Kols, Blessing of the Gods, Magus Arcana,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Docks
Hero Points: 2
Paizo Reroll: Not Used
NOTES:
Available Support: Blessings are available for use.
Find Traps: +2 to any check to defeat a barrier
Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gallivance, Blessing of the Gods 3, Staffbearer, Blessing of the Gods 1, Blessing of Asmodeus, Strength, Fiery Weapon, Dehydrating Touch, Blessing of Iomedae, Flame Staff, Compass
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Weapon Arcane Staff
POWERS:
When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


Deck Handler // Searching For: Blessing 0

Sajan starts at the Talitha's Location with Estra - which also means that Talitha will need to examine somewhere else.

Sajan will examine the Sea Fort.

Sajan adds all of his random draws to his starting hand.

"

Sajan wrote:

Hand: Kama, Dehydrating Touch, Cockroach Coat, Athlete, Teamster (Core), Besmaran Priest, Blessing of the Spy, Blessing of the Gods (3), Blessing of Achaekek,

Displayed:

Deck: 10 Discard: 0 Buried: 0
NOTES:
Available Support: Happy to Avenge
Blessings free to use
Movement: Sajan will move with Talitha.
Other: I plan to hand Dehydrating Touch to Talitha at the start of my first turn (unless she recommends I hand it to Estra), then go and dig through the Hall of Champions.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blood Periapt, Blessing of the Ancients, Masque, Blessing of the Spy (2), Blessing of the Gods (2), Kusarigama, Magnifying Glass (Core), Kama (2), Blessing of the Gods, Mastiff
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
If your combat check has the Slashing trait, add 2 ([ ] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

"


Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

Angban will start at the Sea Fort, and examine Tempest Cay.

Angban wrote:

Hand: Thieves' Tools, Powder Horn, Dragon Pistol, Shock Musket +1, Blessing of Erastil, Blessing of Cayden Cailean, Cabin Boy, Falcata,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Dragon Pistol for +1d6 to combat check at my location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Calistria, Benevolent Buckler, Quartermaster, Blessing of the Gods, Blessing of Alkenstar, Alchemical Cartridges, Hide Armor, Hand Cannon, Crowbar, Toxic Blunderbuss +1, Scale Mail, Double-Barreled Musket
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1
At the end of your turn, you may recharge a buried weapon that has the Firearm trait
Gain the skill Craft: Intelligence +3.


During This Adventure:

Thresher:
Ship 2
Class 2

When Encountering
To Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
Before you act, bury a random card from your discard pile.

When Commanding
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.

When Commanding (Wrecked)
To Repair:
Craft 6
At the start of your turn, summon and encounter the henchman Hammerhead Shark.

During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift
location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from
that location into each open location.

Additional Rules: Plunder: 1 Item

Villain:
?

Henchmen:
?

To win this scenario, close all locations.

Scenario Level (#): 2

Turn: 1, Sajan/Yewstance

Random Cards:

Monsters
Spoiler:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

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

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

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

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

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

Armors
Spoiler:
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:
Wooden Shield
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Angban/ScorchedOne:
Spoiler:
Hourglass Card 1 Angban/ScorchedOne
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 Estra/Mhuirich:
Spoiler:
Hourglass Card 2 Estra/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 3 Talitha/MauveAvengr
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Sajan/Yewstance:
Spoiler:
Hourglass Card 4 Sajan/Yewstance
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 5 Angban/ScorchedOne:
Spoiler:
Hourglass Card 5 Angban/ScorchedOne
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Estra/Mhuirich:
Spoiler:
Hourglass Card 6 Estra/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 7 Talitha/MauveAvengr
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Sajan/Yewstance:
Spoiler:
Hourglass Card 8 Sajan/Yewstance
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Angban/ScorchedOne:
Spoiler:
Hourglass Card 9 Angban/ScorchedOne
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 10 Estra/Mhuirich:
Spoiler:
Hourglass Card 10 Estra/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 11 Talitha/MauveAvengr
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 12 Sajan/Yewstance:
Spoiler:
Hourglass Card 12 Sajan/Yewstance
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Angban/ScorchedOne:
Spoiler:
Hourglass Card 13 Angban/ScorchedOne
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 14 Estra/Mhuirich:
Spoiler:
Hourglass Card 14 Estra/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 15 Talitha/MauveAvengr
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Sajan/Yewstance:
Spoiler:
Hourglass Card 16 Sajan/Yewstance
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Angban/ScorchedOne:
Spoiler:
Hourglass Card 17 Angban/ScorchedOne
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Estra/Mhuirich:
Spoiler:
Hourglass Card 18 Estra/Mhuirich
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 19 Talitha/MauveAvengr
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 20 Sajan/Yewstance:
Spoiler:
Hourglass Card 20 Sajan/Yewstance
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Angban/ScorchedOne:
Spoiler:
Hourglass Card 21 Angban/ScorchedOne
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Estra/Mhuirich:
Spoiler:
Hourglass Card 22 Estra/Mhuirich
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 23 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 23 Talitha/MauveAvengr
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 24 Sajan/Yewstance:
Spoiler:
Hourglass Card 24 Sajan/Yewstance
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Angban/ScorchedOne:
Spoiler:
Hourglass Card 25 Angban/ScorchedOne
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 26 Estra/Mhuirich:
Spoiler:
Hourglass Card 26 Estra/Mhuirich
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 27 Talitha/MauveAvengr:
Spoiler:
Hourglass Card 27 Talitha/MauveAvengr
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Sajan/Yewstance:
Spoiler:
Hourglass Card 28 Sajan/Yewstance
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 29 Angban/ScorchedOne:
Spoiler:
Hourglass Card 29 Angban/ScorchedOne
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.

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

Harbor Card 1:
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.
Harbor Card 2:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Harbor Card 3:
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.
Harbor Card 4:
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.
Harbor Card 5:
Bilge Spider Swarm
SS
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
Harbor Card 6:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Harbor Card 7:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Harbor Card 8:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Harbor Card 9:
Boarding Axe
SS
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Harbor Card 10:
Mace
SS
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
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.

Location #2: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha, Sajan, Estra
Docks Card 1 (Icy Boarding Pike +1):
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.
Docks Card 2:
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.
Docks Card 3:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Docks Card 4:
Potion of Fortitude
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Docks Card 5:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Docks Card 6:
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.
Docks Card 7:
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.
Docks Card 8:
Lookout
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Docks Card 9:
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.
Docks Card 10:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Tempest Cay Card 1 (Giant Wasp):
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Tempest Cay Card 2:
Cure
SS
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 4:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Tempest Cay Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Tempest Cay Card 6:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Tempest Cay Card 7:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Tempest Cay Card 8:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 9:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Tempest Cay Card 10:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Hall of Champions Card 1 (Pistol):
Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Hall of Champions Card 2:
Longsword
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
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.
Hall of Champions Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Hall of Champions Card 5:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Hall of Champions Card 6:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 7:
Buckler Gun
SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Hall of Champions Card 8:
Shock Musket +1
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Hall of Champions Card 9:
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.
Hall of Champions Card 10:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Angban
Sea Fort Card 1 (Buckler):
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Sea Fort Card 2:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
Sea Fort Card 3:
Crab Swarm
SS
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Sea Fort Card 4:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Sea Fort Card 5:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Fort Card 6:
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.
Sea Fort Card 7:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Sea Fort Card 8:
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.
Sea Fort Card 9:
Captain
SS
Ally B
Traits:
Human
Captain
Pirate
Basic
To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Fort Card 10:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Deck Handler // Searching For: Blessing 0

Sajan starts his turn.
Hour: Blessing of the Gods

Sajan gives Dehydrating Touch to Estra.

Sajan moves with Estra to the Hall of Champions.
Free exploration:

Hall of Champions Card 1 (Pistol): Pistol:

SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
The Hall of Champions gives such an incredible quantity of draws that I tend to pretty much take every opportunity to recharge any card in my hand for bonuses - I'm almost always going to be above-hand-size at this location anyway so it's just filling my deck.
Sajan recharges Athlete to add 1d6 to his Dexterity non-combat check.

Dexterity 6 (Athlete): 1d10 + 1 + 1d6 ⇒ (8) + 1 + (2) = 11 -> Pass.
Hall of Champions: Sajan draws Magnifying Glass (Core).
Acquired.

Sajan discards Blessing of the Spy to explore again and blessing his checks during the exploration:

Hall of Champions Card 2: Longsword:

SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Melee 6 (Blessing of the Spy): 2d6 + 2 ⇒ (6, 2) + 2 = 10 -> Pass.
Hall of Champions: Sajan draws Mastiff.
Acquired.

Sajan discards Besmaran Priest to explore again:

Hall of Champions Card 3: 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.
BA: Ignored.
Combat: Sajan reveals Kama to use Acrobatics +1d6.
Slashing trait adds 2 (Sajan) and 1d8 (Canopy Creeper).
Sajan displays Cockroach Coat, adding 1d4 to all of his Acrobatics and Stealth checks whilst displayed.

Acrobatics/Combat 15 (Slashing, Cockroach Coat): 1d10 + 4 + 1d6 + 2 + 1d8 + 1d4 ⇒ (8) + 4 + (5) + 2 + (7) + (4) = 30 -> Pass.
Hall of Champions: Sajan draws Blessing of the Ancients.
Defeated.

Sajan recharges Blessing of the Ancients (the hour is Basic) to explore again:

Hall of Champions Card 4: Tiger Shark:

SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Combat: Sajan reveals Kama to use Acrobatics +1d6.
Slashing trait adds 2. Cockroach Coat adds 1d4.

Acrobatics/Combat # (Slashing, Cockroach Coat): 1d10 + 4 + 1d6 + 2 + 1d4 ⇒ (3) + 4 + (4) + 2 + (2) = 15 -> Pass.
Hall of Champions: Sajan draws Blessing of the Spy (2).
Defeated.

Sajan recharges Magnifying Glass (Core) to examine the top two cards of his deck...
Kama (2)
Kusarigama

Sajan chooses to shuffle his deck.

Sajan discards Blessing of the Spy (2) to explore again and blessing his checks during the exploration:

Hall of Champions Card 5: Magic Buckler:

SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Fortitude 6 (Blessing of the Spy): 2d6 + 2 ⇒ (5, 3) + 2 = 10 -> Pass.
Hall of Champions: Sajan draws Blessing of the Gods.
Acquired.

Sajan discards Mastiff to explore again:

Hall of Champions Card 6: Throwing Axe:

SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Dexterity 6: 1d10 + 2 ⇒ (1) + 2 = 3 -> Fail.
Banished.

Sajan discards Blessing of the Gods to explore again:

Hall of Champions Card 7: Buckler Gun:

SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Dexterity 5: 1d10 + 1 ⇒ (4) + 1 = 5 -> Pass.
Hall of Champions: Sajan draws Magnifying Glass (Core).
Fortitude 5: 1d6 + 2 ⇒ (2) + 2 = 4 -> Fail.
Banished.

Sajan recharges Magnifying Glass (Core) to examine the top two cards of his deck...
Blessing of the Ancients
Blood Periapt

Sajan does not shuffle his deck.

Sajan recharges Teamster (Core) to draw Blessing of the Ancients.

Sajan recharges Blessing of the Ancients (the hour is Basic) to explore again:

Hall of Champions Card 8: Shock Musket +1:

SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Dexterity 11: 1d10 + 1 ⇒ (4) + 1 = 5 -> Fail.
Banished.

Sajan discards Blessing of the Gods (3) to explore again:

Hall of Champions Card 9: 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.
Looks like the henchmen was at the bottom - well it's the best location for that to have happened in, at least.
Talitha buries Blessing of the Gods 2 to bless.
Fortitude 7 (Blessed): 2d6 + 2 ⇒ (4, 2) + 2 = 8 -> Pass.
Hall of Champions: Sajan draws Blood Periapt.
Acquired.

Sajan discards Blessing of Achaekek to explore again:

Hall of Champions Card 10: Buccaneer:

SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat: Sajan reveals Kama to use Acrobatics +1d6.
Sajan recharges Shark Skin Armor to add a die to his Acrobatics check.
Slashing trait adds 2. Cockroach Coat adds 1d4.

Acrobatics/Combat 10 (Shark Skin Armor, Slashing, Cockroach Coat): 2d10 + 4 + 1d6 + 2 + 1d4 ⇒ (1, 7) + 4 + (5) + 2 + (1) = 20 -> Pass.
Hall of Champions: Sajan draws Blessing of the Gods (2).
Defeated.

Sajan closes the Hall of Champions by displaying Longsword next to it.
Hall of Champions: Longsword and 1d4 + 1 ⇒ (3) + 1 = 4 random weapons are added to the Hall of Champions.
Scenario Power: Abyssal Rift is summoned and built; Sajan moves to Abyssal Rift.

Sajan ends his turn.
Sajan resets his hand.
No flavor - posting while travelling.

"

Sajan wrote:

Hand: Kama, Pistol, Magic Buckler, Blood Periapt, Athlete, Blessing of the Gods (2),

Displayed: Cockroach Coat,
Current Location: Abyssal Rift #1

Deck: 7 Discard: 7 Buried: 0
NOTES:
Available Support: Happy to Avenge
Eternal Lake Secured - Recharge Pistol, Magic Buckler and/or Blood Periapt to add 1 to a local non-combat check for each recharged
Blessings free to use
Movement: N/A
Other: I can't really assist much whilst I'm at the Abyssal Rift, unfortunately, and my hand is kind of filled with unhelpful cards. But keeping an armor lets me close the Sea Fort, and the spare cards can be recharged/buried for the Eternal Lakes reward or Avenging later on.

If you can somehow heal me, I'd greatly appreciate it. I have 5 blessings and 2 allies in discard; far better cards than anything in my deck.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Kama (2), Masque, Kusarigama
Recharged: Magnifying Glass (Core), Teamster (Core), Blessing of the Ancients, Shark Skin Armor,
Discard Pile: Blessing of the Spy, Besmaran Priest, Blessing of the Spy (2), Mastiff, Blessing of the Gods, Blessing of the Gods (3), Blessing of Achaekek,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
If your combat check has the Slashing trait, add 2 ([ ] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

"

Estra was given Dehydrating Touch.
Talitha buried Blessing of the Gods.


During This Adventure:

Thresher:
Ship 2
Class 2

When Encountering
To Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
Before you act, bury a random card from your discard pile.

When Commanding
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.

When Commanding (Wrecked)
To Repair:
Craft 6
At the start of your turn, summon and encounter the henchman Hammerhead Shark.

During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift
location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from
that location into each open location.

Additional Rules: Plunder: 1 Item

Villain:
?

Henchmen:
?

To win this scenario, close all locations.

Scenario Level (#): 2

Turn: 2, Angban/ScorchedOne

Random Cards:

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

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

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

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

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

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

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

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

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

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

Spoiler:
Detect Magic
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

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

Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Wooden Shield
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

Allies
Spoiler:
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.

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

Spoiler:
Captain
SS
Ally B
Traits:
Human
Captain
Pirate
Basic
To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 28

Hourglass

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

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

Harbor Card 1:
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.
Harbor Card 2:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Harbor Card 3:
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.
Harbor Card 4:
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.
Harbor Card 5:
Bilge Spider Swarm
SS
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
Harbor Card 6:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Harbor Card 7:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Harbor Card 8:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Harbor Card 9:
Boarding Axe
SS
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Harbor Card 10:
Mace
SS
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
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.

Location #2: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha
Docks Card 1 (Icy Boarding Pike +1):
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.
Docks Card 2:
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.
Docks Card 3:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Docks Card 4:
Potion of Fortitude
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Docks Card 5:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Docks Card 6:
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.
Docks Card 7:
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.
Docks Card 8:
Lookout
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Docks Card 9:
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.
Docks Card 10:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Tempest Cay Card 1 (Giant Wasp):
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Tempest Cay Card 2:
Cure
SS
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 4:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Tempest Cay Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Tempest Cay Card 6:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Tempest Cay Card 7:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Tempest Cay Card 8:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 9:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Tempest Cay Card 10:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Location #4: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra, Longsword
Hall of Champions Card 1:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 2:
Longsword
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.

Location #5: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Angban
Sea Fort Card 1 (Buckler):
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Sea Fort Card 2:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
Sea Fort Card 3:
Crab Swarm
SS
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Sea Fort Card 4:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Sea Fort Card 5:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Fort Card 6:
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.
Sea Fort Card 7:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Sea Fort Card 8:
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.
Sea Fort Card 9:
Captain
SS
Ally B
Traits:
Human
Captain
Pirate
Basic
To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Fort Card 10:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Location #6: Astral Rift
Closed
At This Location: This location is always closed.
The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sajan


Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

Turn: 2, Angban/ScorchedOne
Blessing: Blessing of Erastil

Angban wrote:

Hand: Thieves' Tools, Powder Horn, Dragon Pistol, Shock Musket +1, Blessing of Erastil, Blessing of Cayden Cailean, Cabin Boy, Falcata,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Sea Fort
Hero Points: 0
NOTES:
Available Support: Dragon Pistol for +1d6 to combat check at my location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Alchemical Cartridges, Crowbar, Hide Armor, Double-Barreled Musket, Blessing of Calistria, Blessing of the Gods, Benevolent Buckler, Toxic Blunderbuss +1, Quartermaster, Hand Cannon, Scale Mail, Blessing of Alkenstar
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1
At the end of your turn, you may recharge a buried weapon that has the Firearm trait
Gain the skill Craft: Intelligence +3.

Explore 1:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Can't fail to acquire.

Angban looks at the Sea Fort, and decides, "Well, let's get this over with." His short legs make the approach, and he finds a buckler. He straps it to his arm, because why not? Then he continues on his way. Recharge Blessing of Erastil to explore again.

Explore 2:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

He comes across a mighty fine weapon, and he could sure use it or give it to someone else to use, so he tries to pick it up. Recharge Cabin Boy

Strength DC 9: 1d8 + 1d4 ⇒ (6) + (3) = 9

He picks it up, and wipes it clean. "This is nicer than that Falcata I found a bit ago, even. I should learn swordplay, I would wager I'd be good at it."

That said, he still continues on his way. Discard Blessing of Cayden

Explore 3:
Crab Swarm
SS
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

A large group of crabs comes a crawling and a pinching at Angban! He shows them he's not afraid with the business end of his Shock Musket +1 Again, can't fail the DC 8 on 1d8+2+3+1d10+1

Misfire: 1d12 ⇒ 9

The crabs dispersed, Angban keeps on trucking, as they might say if trucks were a thing that existed, and heads further into the Sea Fort. Defeat monster, may explore again.

Explore 4:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

Another aquatic or amphibious creature, he was never sure exactly the difference, comes after Angban and just as before, he shows the business end of his Shock Musket +1 and blasts it clear to kingdom come. There's a funny smell afterward, not a tasty one like the crabs, but he imagines some folks might like lightning singed frog. With the extra d8 from the Electricity trait, can't fail this one either. Free explore for defeating.

Misfire: 1d12 ⇒ 1

The Shock Musket seems to be a little tired after that rapid fire action, so Angban gives it a rest. Shuffled into deck.

Explore 5:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

A vicious Buccaneer tries to bar Angban's passage! He won't stand for that though, so he tries to give the piratical foe what for. He pulls out his Dragon Pistol and fires, overloading it with powder! Bury Dragon Pistol.

Combat DC 10: 1d8 + 2 + 3 + 1d6 + 2d6 ⇒ (5) + 2 + 3 + (1) + (3, 6) = 20

He blows a whole clean through the center of that Buccaneer, though the salt air seems to have corroded away the buckler he'd just found. Banish the Buckler to close

Feeling a little light without a weapon, he fills his Toxic Blunderbuss up with powder, then puts his powder horn back onto his belt.

Craft DC 8: 1d6 + 3 ⇒ (5) + 3 = 8

Feeling like he can afford to leave it behind, Angban drops the Falcata, since he has two other weapons better suited to his ability.

Then, some sort of rift is opened and Angban is nearly sucked into it! End turn, discard Falcata, move to Astral Rift that gets set up and reset hand.

Angban wrote:

Hand: Thieves' Tools, Hand Cannon, Toxic Blunderbuss +1, Tidewater Cutlass +1, Blessing of the Gods,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Astral Rift
Hero Points: 0
NOTES:
Available Support: Hand Cannon for +2d6 to combat at another location.
Other: PLEASE USE

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cabin Boy, Hide Armor, Quartermaster, Blessing of Alkenstar, Benevolent Buckler, Crowbar, Scale Mail, Blessing of Calistria, Blessing of Erastil, Double-Barreled Musket, Shock Musket +1, Alchemical Cartridges
Recharged: Powder Horn, Dragon Pistol,
Discard Pile: Blessing of Cayden Cailean, Falcata,
Buried Pile:

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

Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1
At the end of your turn, you may recharge a buried weapon that has the Firearm trait
Gain the skill Craft: Intelligence +3.


During This Adventure:

Thresher:
Ship 2
Class 2

When Encountering
To Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
Before you act, bury a random card from your discard pile.

When Commanding
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.

When Commanding (Wrecked)
To Repair:
Craft 6
At the start of your turn, summon and encounter the henchman Hammerhead Shark.

During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift
location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from
that location into each open location.

Additional Rules: Plunder: 1 Item

Villain:
?

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

To win this scenario, close all locations.

Scenario Level (#): 2

Turn: 3, Estra/Mhuirich

Random Cards:

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

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

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

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

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

Spoiler:
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:
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.

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

Spoiler:
Repelling Pike +1
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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

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

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

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

Spoiler:
Detect Magic
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

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

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

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

Spoiler:
Wooden Shield
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

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

Hours Remaining: 27

Hourglass

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

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

Harbor Card 1:
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.
Harbor Card 2:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Harbor Card 3:
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.
Harbor Card 4:
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.
Harbor Card 5:
Bilge Spider Swarm
SS
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
Harbor Card 6:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Harbor Card 7:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Harbor Card 8:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Harbor Card 9:
Boarding Axe
SS
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Harbor Card 10:
Mace
SS
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
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.

Location #2: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha
Docks Card 1 (Icy Boarding Pike +1):
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.
Docks Card 2:
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.
Docks Card 3:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Docks Card 4:
Potion of Fortitude
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Docks Card 5:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Docks Card 6:
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.
Docks Card 7:
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.
Docks Card 8:
Lookout
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Docks Card 9:
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.
Docks Card 10:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Tempest Cay Card 1 (Giant Wasp):
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Tempest Cay Card 2:
Cure
SS
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
Buccaneer
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 4:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Tempest Cay Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Tempest Cay Card 6:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Tempest Cay Card 7:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Tempest Cay Card 8:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 9:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Tempest Cay Card 10:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Location #4: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra, Longsword
Hall of Champions Card 1:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 2:
Longsword
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.

Location #5: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Astral Rift
Closed
At This Location: This location is always closed.
The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sajan

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


STR d4 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d10 (Divine +2, Perception + 2) | CHA d10 Deck Handler

Turn Order: Estra/Mhuirich, Talitha/MauveAvenger, Sajan/Yewstance, Angban/Scorch
Out of Turn Updates:

  • Take Dehydrating Touch from Sajan, and moves to Hall of Champions.

    Turn: Turn 3 - 0 / Blessing of Besmara

    At: #4: Hall of Champions
    SOT: None
    Give: No
    Move: #1: Harbor

    After move step, examine location: Lookout Duty. Discard Dehydrating Touch to encounter.

    Encounter: 1/Lookout Duty, Barrier B, Wis/Per 6+#:

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

    Recharge the Psychic Detective.

    Perception 8: 1d10 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6 - Failed

    Eye roll. So much for free encounter. Thresher reduces structural damange, encounter again as free encounter. Cast Find Traps.

    Perception 8: 3d10 ⇒ (3, 2, 7) = 12 - Success

    Examine location: Magic Leather Armor. No free encoutner their either. Discard BoGods to explore.

    Explore: 2/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.

    Consitution 2: 1d6 ⇒ 2 - Acquire.

    Discard Lookout to explore.

    Explore: 3/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.

    Evaded; low odds, we have plenty of time, and someone may want to come for Item 2 later. Dicard BoGods to explore.

    Explore random 3-10: 1d8 + 2 ⇒ (4) + 2 = 6

    Explore: 6/Buccaneer, Henchman B, Combat 8+#:

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

    Well, that backfired, sort of. Reveal Walking Stick, Reload Honaire, cast Burst of Adrenaline.

    Combat 10: 4d4 + 1d6 + 2 ⇒ (2, 4, 3, 3) + (5) + 2 = 19 - Defeated.

    Shuffle Blessing of the Gods from hand into Tempest Cay to close location. Give Magic Leather Armor to Sajan (assuming he can use it, otherwise anyone who needs it). New Astral Rift is built and Estra moves to it. End turn.

    Find Traps: Divine 8: 1d10 + 2 ⇒ (2) + 2 = 4 -> Find Traps discarded.
    Burst of Adrenaline: Perception 8: 1d10 + 2 ⇒ (4) + 2 = 6 -> Burst of Adrenaline discarded.

    Discard None
    Draw Dowsing Rod, Blessing of Milani, Spiritual Ally

    Summary
    Location = #1: Harbor
    Acquired = 2/Magic Leather Armor
    Banished = 1/Lookout Duty, 6/Buccaneer
    From Box =
    Displayed =

    Give =
    Used =
    Other = #1 Harbor is closed; #3: Tempest Cay is shuffled with extra Blessing of the Gods. New Astral Rift needed, Estra is there.

    Estra wrote:

    Hand: Dowsing Rod, Walking Stick, Honaire (Occult Adventures 1), Blessing of Milani, Spiritual Ally,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Hall of Champions
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scrying Mirror, Ectoplasm, Padded Armor, Inflict Pain, Confusion (Core), Blessing of the Gods (2), Cure (Core)
    Recharged: Psychic Detective,
    Discard Pile: Dehydrating Touch, Blessing of the Gods, Lookout, Find Traps, Burst of Adrenaline,
    Buried Pile:

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

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury (☑ or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.

    Party tracker


  • STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Sajan/Yewstance, Angban/ScorcheOne, Estra/Mhuirich, Talitha/MauveAvengr
    Out of Turn Updates: Bury Blessing of the Gods on Sajan's turn.
    Turn: Turn 4 - Hourglass Card 1 Talitha/MauveAvengr

    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.

    SOT: N/a
    Give Card: N/a
    Move: N/a

    Explore: Talitha will display Rage.

    Icy Boarding Pike +1

    Icy Boarding Pike +1:
    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.

    Will bury Blessing of Kols to bless twice.

    Melee 10: 3d8 + 3 ⇒ (4, 7, 7) + 3 = 21

    Acquired. Will discard Blessing of the Gods to explore again.

    Explore 2: Giant Rock Crab

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

    Will use Icy Boarding Pike +1 to do Melee+1d8+1. Add 1d4 since Talitha is on a ship. Bury Lightning Touch to add 1d10 (from Rage)

    Combat 13: 1d8 + 3 + 1d8 + 1 + 1d4 + 1d10 ⇒ (2) + 3 + (4) + 1 + (2) + (1) = 13

    Have to reroll from Giant Rock Crab power.

    Combat 13: 1d8 + 3 + 1d8 + 1 + 1d4 + 1d10 ⇒ (4) + 3 + (6) + 1 + (4) + (6) = 24

    Defeated, twice. Will discard Blessing of Pharasma to explore again.

    Explore 3: Potion of Healing

    Potion of Healing:
    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.

    Intelligence 5: 1d6 ⇒ 1

    Not acquired.

    End turn: Reset hand.

    Recovery:

    Rage Arcane 8: 1d10 + 3 ⇒ (4) + 3 = 7

    Talitha wrote:

    Hand: Quarterstaff of Vaulting, Icy Boarding Pike +1, Anubis Staff, Coral Capuchin, Magus Arcana, Blessing of Asmodeus,

    Displayed:
    Deck: 10 Discard: 3 Buried: 3
    Current Location: Docks
    Hero Points: 2
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Iomedae, Gallivance, Strength, Flame Staff, Fiery Weapon, Blessing of the Gods 3, Dehydrating Touch, Blessing of the Gods 1, Compass, Staffbearer
    Recharged:
    Discard Pile: Blessing of the Gods 2, Blessing of Pharasma, Rage,
    Buried Pile: Blessing of the Gods, Blessing of Kols, Lightning Touch,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

    At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift
    location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from
    that location into each open location.

    Additional Rules: Plunder: 1 Item

    Villain:
    ?

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

    To win this scenario, close all locations.

    Scenario Level (#): 2

    Turn: 5, Sajan/Yewstance

    Random Cards:

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

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Treasure 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:
    Mace
    SS
    Weapon B
    Traits:
    Mace
    Melee
    Bludgeoning
    Basic
    To Acquire:
    Strength
    Melee 4
    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.

    Spoiler:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spoiler:
    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:
    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:
    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:
    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:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 1 Angban/ScorchedOne
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 2 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 4 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 5 Angban/ScorchedOne
    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 6 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 6 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Talitha/MauveAvengr
    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 8 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 8 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 9 Angban/ScorchedOne
    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 10 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 10 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Talitha/MauveAvengr
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 12 Sajan/Yewstance
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 13 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 14 Estra/Mhuirich
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Talitha/MauveAvengr
    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 16 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 16 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 17 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 18 Estra/Mhuirich
    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 19 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Talitha/MauveAvengr
    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 20 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 20 Sajan/Yewstance
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 21 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 22 Estra/Mhuirich
    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 23 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 24 Sajan/Yewstance
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 25 Angban/ScorchedOne
    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.

    Location #1: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Talitha

    Docks Card 1:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.
    Docks Card 2:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
    Docks Card 3:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Docks Card 4:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Docks Card 5:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Docks Card 6:
    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.
    Docks Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Giant Wasp, Blessing of the Gods
    Tempest Cay Card 1:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Tempest Cay Card 2:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Tempest Cay Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 4:
    Giant Moray Eel
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Basic
    To Defeat:
    Combat 10
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.
    Tempest Cay Card 5:
    Coral Capuchin
    SS
    Ally 1
    Traits:
    Animal
    Aquatic
    To Acquire:
    Wisdom
    Survival 6
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
    Tempest Cay Card 6:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Tempest Cay Card 7:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Tempest Cay Card 8:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 9:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Tempest Cay Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Tempest Cay Card 11:
    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.

    Location #4: Hall of Champions
    Closed
    At This Location: Add 1d6 to your checks to acquire weapons.
    M: 0 Ba: 0 W: 5 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Longsword
    Hall of Champions Card 1:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Hall of Champions Card 2:
    Longsword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Hall of Champions Card 3:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
    Hall of Champions Card 4:
    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.
    Hall of Champions Card 5:
    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.

    Location #5: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan

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

    Location #8: Astral Rift
    Closed
    At This Location: This location is always closed.
    The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra


    Deck Handler // Searching For: Blessing 0

    Talitha missed that the closed Sea Fort reduces the difficulty of Aquatic banes; so the Giant Rock Crab should've only had a difficulty of 11. Makes no difference to the turn, though.

    OFF-TURN ACTIONS:
    Sajan is given Magic Leather Armor.
    ========================
    Sajan starts his turn.
    Hour: Blessing of Achaekek

    Trying to close locations one-by-one, rather than spreading out, makes the scenario harder (it opens up more rifts faster). So though I don't have a strong Intelligence; I'm going to hope for the best and start exploring the only location we haven't touched yet. The new scenario reward will help us close it (bonus to non-combat checks), too.

    Sajan moves to the Tempest Cay.
    Free exploration:

    Tempest Cay Card 1: Giant Wasp:

    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Combat: Sajan reveals Kama to use Acrobatics +1d6.
    Slashing trait adds 2. Cockroach Coat adds 1d4.
    Angban discards Hand Cannon to add 2d6, just to be safe.

    Acrobatics/Combat 13 (Slashing, Cockroach Coat, Hand Cannon): 1d10 + 4 + 1d6 + 2 + 1d4 + 2d6 ⇒ (9) + 4 + (4) + 2 + (4) + (4, 6) = 33 -> Wow, big rolls. Pass.
    AA: Sajan discards Pistol to Poison damage.
    Defeated.

    Sajan discards Athlete to explore again:

    Tempest Cay Card 2: Rotgut:

    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Talitha buries Blessing of Asmodeus to bless.
    Wisdom 8 (Blessed): 2d8 ⇒ (8, 2) = 10 -> Pass.
    Acquired.

    Sajan ends his turn.
    Scenario: Blessing of Achaekek and a random monster is shuffled into Location #6: Astral Rift.

    Sajan resets his hand.

    "

    Sajan wrote:

    Hand: Kama, Magic Buckler, Magic Leather Armor, Blood Periapt, Rotgut, Blessing of the Gods (2),

    Displayed: Cockroach Coat,
    Current Location: Abyssal Rift #1

    Deck: 7 Discard: 9 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Magic Leather Armor, Magic Buckler and/or Blood Periapt to add 1 to a local non-combat check for each recharged
    Blessings free to use
    Movement: N/A
    Other: I have plenty of cards to dump for recharging or local non-combat assistance. I want the armors/items recharged, so please use them if you need (or even if you don't!).

    If you can somehow heal me, I'd greatly appreciate it. I have 5 blessings and 2 allies in discard; far better cards than anything in my deck.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Masque, Kusarigama, Kama (2)
    Recharged: Magnifying Glass (Core), Teamster (Core), Blessing of the Ancients, Shark Skin Armor,
    Discard Pile: Blessing of the Spy, Besmaran Priest, Blessing of the Spy (2), Mastiff, Blessing of the Gods, Blessing of the Gods (3), Blessing of Achaekek, Pistol, Athlete,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

    "


    Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

    Turn: 6, Angban/ScorchedOne
    Blessing: Blessing of Besmara

    Angban wrote:

    Hand: Thieves' Tools, Toxic Blunderbuss +1, Tidewater Cutlass +1, Blessing of the Gods,

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Current Location: Astral Rift
    Hero Points: 0
    NOTES:
    Available Support: Hand Cannon for +2d6 to combat at another location.
    Other: PLEASE USE

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Shock Musket +1, Double-Barreled Musket, Blessing of Alkenstar, Cabin Boy, Blessing of Erastil, Scale Mail, Hide Armor, Crowbar, Blessing of Calistria, Benevolent Buckler, Alchemical Cartridges
    Recharged: Powder Horn, Dragon Pistol,
    Discard Pile: Blessing of Cayden Cailean, Falcata,
    Buried Pile: Hand Cannon,

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.

    Angban traverses the distance between the rift that formed in the wake of his closing the Sea Fort and Tempest Cay, joining Sajan who looked like he could use the support. Also I have only 1 ally in my deck, so the other location is unlikely.

    Explore 1:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat DC 10: 1d8 + 2 + 3 + 1d10 + 1 ⇒ (4) + 2 + 3 + (3) + 1 = 13 Reveal Toxic Blunderbuss

    He comes across another buccaneer, and since he thinks the pirate might be more well versed in swordfighting than a gunslinger, he shows him what happens when you bring a sword to a gun fight.

    Having mostly cleared this spot of evil, Angban tries to seal it to prevent any other evils from coming here. Discard BotG to Bless

    Int DC 7: 2d6 ⇒ (4, 6) = 10

    He closes it, but the winds toss him to...

    Random Location: 1d9 ⇒ 5

    The Sea Fort, which remains closed but is now occupied by an Angban. Seeing little use for the cutlass, Angban sets it aside with the ship's loot. Discarded at end of turn. Reset hand, recharge buried hand cannon.

    Angban wrote:

    Hand: Thieves' Tools, Alchemical Cartridges, Toxic Blunderbuss +1, Shock Musket +1, Blessing of Erastil,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Sea Fort
    Hero Points: 0
    NOTES:
    Available Support: Blessing of Erastil (if absolutely necessary, or is the displayed blessing)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crowbar, Quartermaster, Cabin Boy, Benevolent Buckler, Hide Armor, Scale Mail, Blessing of Calistria, Blessing of Alkenstar, Double-Barreled Musket
    Recharged: Powder Horn, Dragon Pistol, Hand Cannon,
    Discard Pile: Blessing of Cayden Cailean, Falcata, Blessing of the Gods, Tidewater Cutlass +1,
    Buried Pile:

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.

    There are three unoccupied astral rift locations now, unless I could move to my new astral rift despite the Cay's closing criteria. So three sets of cards would be shuffled in, then 1 card from Astral Rift #5 would go to the open location.


    STR d4 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d10 (Divine +2, Perception + 2) | CHA d10 Deck Handler

    Turn Order: Estra/Mhuirich, Talitha/MauveAvenger, Sajan/Yewstance, Angban/Scorch
    Out of Turn Updates: None
    Turn: Turn 7 - 0 / Blessing of the Gods

    At: #8: Astral Rift
    SOT: None
    Give: No
    Move: #2: Docks

    After move step, examine location. Location is shuffled with one random card (either random monster or a blessing from the discards) from #5: Astral Rift.

    Examine Docks 1-7,rift: 1d8 ⇒ 5: Lookout

    Discard Walking Stick to encounter.

    Encounter: 5/Lookout, Ally B, Cha/Dip 6:

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

    Cast Spiritual Ally to reduce difficulty.

    Charisma 3: 1d10 ⇒ 6 - Acquired

    Free explore Docks 1-7,rift,reroll 5: 1d8 ⇒ 3: Benevolent Buckler

    Encounter 3/Benevolent Buckler, Armor 1, Con/Fort 5:

    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.

    Constitution 5: 1d6 ⇒ 6 - Acquired

    Keeping Lookout for potential close. I feel we need to explore more to deal with the extra card being added every turn. Discard BoMilani to explore.

    Free explore Docks 1-7,rift,reroll 3,5: 1d8 ⇒ 4: Ambush

    Explore: 4/Ambush, Barrier B, Dex/Acr/Wis/Per 9+#:

    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.

    Don't care so much if this fails as it's essentially a free explore either way.

    Perception 11: 1d10 + 3 ⇒ (2) + 3 = 5 - Failed

    Remaining cards are 1-2,6-7,rift
    Random 1-2,6-7,rift: 1d5 ⇒ 1: Potion of Fortitude
    Random 2,6-7,rift: 1d4 ⇒ 3: Buccaneer

    Encounter: 7/Buccaneer, Monster B, Com 8+#:

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

    I may have miscalculated, as I misread the party tracker. Die rolls at -1 each for Ambush. Reload Honaire. Ask Sajan to recharge BoGods.

    Combat 10: 2d4 + 1d6 + 2 - 3 ⇒ (2, 3) + (6) + 2 - 3 = 10 - Success

    Bury Lookout to close location. We win?

    Estra runs away from the rift that opened before her and joins Talitha at the docks. A local sailor is convinced to come along, and Estra snags a discard bit of armor, just in case. "Not much use for this on an old woman like me, but ya never no." She's distracted trying to fiddle with with straps and doesn't notice the Buccaneer looming over her until the last moment. "Honaire! Help!" With a crackle of energy, the assailant drops to the ground, a look of terror in his eyes..."


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

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

    REWARD
    1 Astral success.
    Each character adds a random card from the game box to the cards acquired during this scenario, and Adventure Card Guild characters may choose a bonus deck upgrade.
    If you defended fortifications, add a non-Basic weapon or non-Basic armor.
    If you replay this scenario, you may receive rewards for any selection you have not previously completed.

    HERO POINT
    All characters earn 1 hero point.
    Estra may spend this hero point on 1 Card feat.

    PIRACY

    Plunder:
    Spyglass (Item B)

    ACQUIRED CARDS

    • Rotgut (Ally 2)
    • Coral Capuchin (Ally 1)
    • Besmaran Priest (Ally B)
    • Cabin Boy (Ally B)
    • Lookout (Ally B)
    • Lookout (Ally B)

    • Shark Skin Armor (Armor 2)
    • Benevolent Buckler (Armor 1)
    • Magic Buckler (Armor B)
    • Magic Leather Armor (Armor B)

    • Blessing of Cayden Cailean (Blessing B)
    • Blessing of the Gods (Blessing B)
    • Blessing of Achaekek (Blessing B)

    • Spyglass (Item B)

    • Dehydrating Touch (Spell 2)
    • Rage (Spell 1)
    • Find Traps (Spell B)

    • Tidewater Cutlass +1 (Weapon 1)
    • Icy Boarding Pike +1 (Weapon B)
    • Pistol (Weapon B)
    • Falcata (Weapon B)


    Random non-Basic Weapon:
    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.

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

    Random non-Basic Weapon:
    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.

    Random non-Basic Armor:
    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.

    ACQUIRED CARDS (updated)

    • Rotgut (Ally 2)
    • Coral Capuchin (Ally 1)
    • Besmaran Priest (Ally B)
    • Cabin Boy (Ally B)
    • Lookout (Ally B)
    • Lookout (Ally B)


    • Shark Skin Armor (Armor 2)
    • Magic Wooden Armor (Armor 1)
    • Benevolent Buckler (Armor 1)
    • Magic Buckler (Armor B)
    • Magic Leather Armor (Armor B)


    • Blessing of Cayden Cailean (Blessing B)
    • Blessing of the Gods (Blessing B)
    • Blessing of Achaekek (Blessing B)


    • Spyglass (Item B)


    • Dehydrating Touch (Spell 2)
    • Rage (Spell 1)
    • Find Traps (Spell B)


    • Morningstar +1 (Weapon 2)
    • Falcata +1 (Weapon 1)
    • Animalbane Dagger +1 (Weapon 1)
    • Tidewater Cutlass +1 (Weapon 1)
    • Icy Boarding Pike +1 (Weapon B)
    • Pistol (Weapon B)
    • Falcata (Weapon B)


    Scenario D (replay): Astral Reavers

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

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

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

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

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

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

    When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

    At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

    Ignore Astral Rifts when attempting to close the Theater of Corruption.
    To win this scenario, close all locations.

    PIRACY
    Starting plunder: 1d6 ⇒ 3
    Armor


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

    At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

    Ignore Astral Rifts when attempting to close the Theater of Corruption.

    Additional Rules: Plunder: 1 Armor

    Villain:
    None

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

    To win this scenario, close all locations.

    Scenario Level (#): 2

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

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #5: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Talitha will start at the Theater of Corruption

    Talitha wrote:

    Hand: Ghost Whip, Fiery Weapon, Strength, Staffbearer, Blessing of the Spellbound, Blessing of Kols, Magus Arcana,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Theater of Corruption
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings are available for use.
    Strength: +3 to strength for turn
    Fiery Weapon: +1d4 and fire trait to any combat check w/ weapon
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of the Gods 2, Quarterstaff of Vaulting, Compass, Flame Staff, Blessing of the Gods 1, Gallivance, Blessing of Asmodeus, Blessing of Iomedae, Dehydrating Touch, Anubis Staff
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


    Deck Handler // Searching For: Blessing 0

    Back from my trip! Sorry for the delays on my last few turns; they're over for now.

    Sajan starts at Estra's Location (or at Angban's location if Estra does not wish to choose).

    Estra, naturally, should be EXTREMELY wary of the Theater of Corruption. If she ever plays Honaire there then he's gone for the rest of the scenario. As mentioned in the last scenario, the Harbor might be good to leave for last (because its location power helps cover the Rifts).

    Don't forget the Eternal Lakes Secured reward, that lets us buff each other's non-combat checks if we're at the same location! Very helpful for letting us beat barriers, acquire boons or close locations we're not normally suited to.

    Sajan draws his starting hand.

    "

    Sajan wrote:

    Hand: Kama, Cockroach Coat, Emerald of Dexterity, Teamster (Core), Blessing of the Gods (3), Blessing of the Gods (2),

    Displayed:

    Deck: 10 Discard: 0 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Emerald of Dexterity and/or Teamster to add 1 to a local non-combat check for each recharged
    Blessings free to use
    Movement: Move with Estra.
    Other: What a lovely starting hand!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kama (2), Blessing of the Spy, Blessing of the Ancients, Blessing of the Gods, Social Climber, Masque, Kusarigama, Blessing of the Spy (2), Mastiff, Blood Periapt
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

    "


    Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

    Angban also goes to the Theater of Corruption.

    Angban wrote:

    Hand: Benevolent Buckler, Quartermaster, Shock Musket +1, Double-Barreled Musket, Thieves' Tools,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessing of Erastil (if absolutely necessary, or is the displayed blessing)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Erastil, Crowbar, Alchemical Cartridges, Blessing of the Gods, Blessing of Calistria, Hand Cannon, Toxic Blunderbuss +1, Powder Horn, Dragon Pistol +1, Scale Mail, Blessing of Alkenstar, Four-Mirror Armor
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you permanently close a location, summon and build the location Astral Rift; you may then move to it.

    At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.

    Ignore Astral Rifts when attempting to close the Theater of Corruption.

    Additional Rules: Plunder: 1 Armor

    Villain:
    None

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

    To win this scenario, close all locations.

    Scenario Level (#): 2

    Turn: 1, Talitha/MauveAvengr

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

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

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

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

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

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

    Spoiler:
    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:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

    Current Hour:

    Blessing of 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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 1 Sajan/Yewstance
    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 2 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 2 Angban/ScorchedOne
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 3 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 5 Sajan/Yewstance
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 6 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 7 Estra/Mhuirich
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Talitha/MauveAvengr
    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 9 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 9 Sajan/Yewstance
    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 10 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 10 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 11 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Talitha/MauveAvengr
    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 13 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 13 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 14 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 15 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 16 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 17 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 18 Angban/ScorchedOne
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 19 Estra/Mhuirich
    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 20 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 20 Talitha/MauveAvengr
    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 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 21 Sajan/Yewstance
    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 22 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 22 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 23 Estra/Mhuirich
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 24 Talitha/MauveAvengr
    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 25 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 25 Sajan/Yewstance
    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 26 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 26 Angban/ScorchedOne
    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 27 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 27 Estra/Mhuirich
    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 28 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 28 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 29 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Harbor Card 1:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Harbor Card 2:
    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.
    Harbor Card 3:
    Buckler Gun
    SS
    Armor B
    Traits:
    Shield
    Firearm
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    THEN Constitution
    Fortitude 5
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    Harbor Card 4:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Harbor Card 5:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Harbor Card 6:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Harbor Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 8:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Harbor Card 9:
    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.
    Harbor Card 10:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

    Location #2: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:
    Docks Card 1:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Docks Card 2:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_
    Docks Card 3:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Docks Card 4:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Docks Card 5:
    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.
    Docks Card 6:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
    Docks Card 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.
    Docks Card 8:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Docks Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Docks Card 10:
    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.

    Location #3: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:
    Tempest Cay Card 1:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Tempest Cay Card 2:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Tempest Cay Card 3:
    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_
    Tempest Cay Card 4:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Tempest Cay Card 7:
    Cloth Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Tempest Cay Card 8:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Tempest Cay Card 9:
    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.
    Tempest Cay Card 10:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here:
    House of Stolen Kisses Card 1:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 2:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    House of Stolen Kisses Card 3:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 4:
    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.
    House of Stolen Kisses Card 5:
    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.
    House of Stolen Kisses Card 6:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 7:
    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.
    House of Stolen Kisses Card 8:
    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.
    House of Stolen Kisses Card 9:
    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.
    House of Stolen Kisses Card 10:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Location #5: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Talitha, Angban, Sajan, Estra
    Theater of Corruption Card 1:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Theater of Corruption Card 2:
    Cut-Throat Grok
    SS
    Ally 1
    Traits:
    Half-Orc
    Fighter
    Pirate
    To Acquire:
    Constitution
    Fortitude 5
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Theater of Corruption Card 3:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Theater of Corruption Card 4:
    Potion of Glibness
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    Theater of Corruption Card 5:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Theater of Corruption Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 7:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Theater of Corruption Card 8:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Theater of Corruption Card 9:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Theater of Corruption Card 10:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Talitha/MauveAvengr, Sajan/Yewstance, Angban/ScorcheOne, Estra/Mhuirich,
    Out of Turn Updates: N/a
    Turn: Turn 1 - Blessing of Hshurha

    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.

    SOT: N/a
    Give Card: N/a
    Move: N/a

    Explore: Skeleton

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

    Talitha will put Ghost Whip into recovery to do Arcane+2d8.

    Combat 8: 1d10 + 3 + 2d8 ⇒ (6) + 3 + (7, 3) = 19

    Will discard Blessing of the Spellbound to explore again.

    Explore 2: Cut-Throat Grok

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

    Diplomacy 7: 1d10 + 3 ⇒ (10) + 3 = 13

    As Talitha enters the theater, she starts looking around. She opens a closet. A spooky skeleton jumps out! She quickly casts a spell and the skeleton falls apart.

    "I like what you did back there." Talitha turns around. A half-orc pirate! Is he flirting with her?

    "Hi, I'm Talitha. And you are?" Talitha asks. Shes curious. Maybe he could be a good ally.

    End turn: Reset hand.

    Recovery:

    Ghost Whip: Arcane 10: 1d10 + 3 ⇒ (10) + 3 = 13

    Talitha wrote:

    Hand: Fiery Weapon, Strength, Dehydrating Touch, Staffbearer, Blessing of Kols, Magus Arcana,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Theater of Corruption
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings are available for use.
    Strength: +3 to strength for turn
    Fiery Weapon: +1d4 and fire trait to any combat check w/ weapon
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quarterstaff of Vaulting, Blessing of the Gods 2, Blessing of the Gods 1, Anubis Staff, Compass, Blessing of Iomedae, Blessing of Asmodeus, Blessing of Pharasma, Flame Staff, Gallivance
    Recharged: Ghost Whip,
    Discard Pile: Blessing of the Spellbound,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


    **OVERSEER ANNOUNCEMENT**

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

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

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


    Deck Handler // Searching For: Blessing 0

    Sajan starts his turn.
    Hour: Blessing of Milani

    Sajan moves with Estra to the House of Stolen Kisses.
    Free exploration:

    House of Stolen Kisses Card 1: Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Okay then!
    Combat: Sajan reveals Kama to use Acrobatics +1d6.
    Slashing trait adds 2. Sajan displays Cockroach Coat, which adds 1d4.

    Acrobatics/Combat 10 (Slashing, Cockroach Coat): 1d10 + 4 + 1d6 + 2 + 1d4 ⇒ (3) + 4 + (4) + 2 + (2) = 15 -> Pass.
    Defeated.

    Sajan attempts to close the House of Stolen Kisses.
    Because of the closing effect, I suppose I'll make this a guaranteed pass by discarding Blessing of the Gods (2) to bless.

    Acrobatics 7 (Blessed, Cockroach Coat): 2d10 + 4 + 1d4 ⇒ (9, 1) + 4 + (1) = 15 -> House of Stolen Kisses closed!
    House of Stolen Kisses: Sajan draws Blessing of the Gods (2) from his discards.

    Sajan moves to the newly-created Astral Rift with Estra. (There's no upside for her staying at a closed location, and a very corner-case upside of moving with me in case she wants to hand something off before exploring somewhere.)

    Sajan recharges Teamster (Core) to recharge Emerald of Dexterity.

    Ever-more rifts to the Astral Plane keep appearing, spilling maraudering pirates into innocent locales, and Sajan has to work with Estra to secure as many of them as possible for now. If they can hold them for long enough, the Pathfinder's expert arcanists will surely work out a way to close them for good as they work to repair the Tapestry.

    Sajan ends his turn.
    Sajan resets his hand.

    Sajan wrote:

    Hand: Kama, Blood Periapt, Masque, Social Climber, Blessing of the Gods (3), Blessing of the Gods (2),

    Displayed: Cockroach Coat,

    Deck: 9 Discard: 0 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Emerald of Dexterity and/or Teamster to add 1 to a local non-combat check for each recharged
    Blessings free to use
    Other: Only my blessings are of any use right now whilst I'm at the Rift, really.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Mastiff, Blessing of the Spy, Kama (2), Blessing of the Gods, Blessing of the Spy (2), Kusarigama
    Recharged: Teamster (Core), Emerald of Dexterity,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).


    Scenario E: Into the Astral Sea

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

    It was almost immediately a disaster.

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

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

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

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

    DURING THIS SCENARIO
    When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    PIRACY
    Starting plunder: 1d6 ⇒ 6
    Players' choice.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    Additional Rules: Plunder: 1 ?

    Villain:
    ?

    Henchmen:
    ?

    Scenario Level (#): 2

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here:

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #3: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
    Located/Displayed Here:

    Location #4: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:


    Deck Handler // Searching For: Blessing 0

    Sajan starts at Estra's Location, unless it's the Lonely Island in which case Sajan will start at the Fog Bank.

    Sajan draws his starting hand.

    "

    Sajan wrote:

    Hand: Kusarigama, Emerald of Dexterity, Blood Periapt, Teamster (Core), Blessing of the Spy (2), Blessing of the Gods,

    Displayed:

    Deck: 10 Discard: 0 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Emerald of Dexterity and/or Blood Periapt to add 1 to a local non-combat check for each recharged
    Blessings free to use
    Other: I will most likely move (with anyone if necessary) to the Holy Isle and take care of that location first. I recharge some of the blessings I use on my checks, so it works out well.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kama (2), Social Climber, Masque, Blessing of the Spy, Mastiff, Kama, Blessing of the Gods (2), Cockroach Coat, Blessing of the Ancients, Blessing of Milani
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

    "


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Talitha will start at the Lonely Island.

    Talitha wrote:

    Hand: Fiery Weapon, Flame Staff, Anubis Staff, Staffbearer, Blessing of Iomedae, Blessing of the Gods 2, Magus Arcana,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Lonely Island
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings are available for use.
    Strength: +3 to strength for turn
    Fiery Weapon: +1d4 and fire trait to any combat check w/ weapon
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kols, Blessing of Asmodeus, Strength, Dehydrating Touch, Quarterstaff of Vaulting, Blessing of Pharasma, Ghost Whip, Gallivance, Blessing of Abraxas, Blessing of the Gods 1, Compass
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


    STR d4 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d10 (Divine +2, Perception + 2) | CHA d10 Deck Handler

    Estra will start at Holy Isle.

    Estra wrote:

    Hand: Honaire (Occult Adventures 1), Burst of Adrenaline, Spiritual Ally, Cure (Core), Dowsing Rod,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Holy Isle
    Hero Points: 0
    NOTES:
    Movement: Stay with Sajan

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scrying Mirror, Inflict Pain, Vexing Daredevil, Confusion (Core), Frigid Blast, Blessing of Milani, Psychic Detective, Padded Armor, Blessing of the Gods, Blessing of the Gods (2), Javelin of Lightning
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury (☑ or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
    Eternal Lake Secured: When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.


    Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

    Angban will start at Gannet Island.

    Angban wrote:

    Hand: Quartermaster, Blessing of Calistria, Crowbar, Dragon Pistol +1, Blessing of Erastil,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benevolent Buckler, Blessing of Alkenstar, Alchemical Cartridges, Thieves' Tools, Four-Mirror Armor, Hand Cannon, Shock Musket +1, Scale Mail, Toxic Blunderbuss +1, Powder Horn, Blessing of the Gods, Double-Barreled Musket
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    Additional Rules: Plunder: 1 ?

    Villain:
    ?

    Henchmen:
    ?

    Scenario Level (#): 2

    Turn: 1, Talitha/MauveAvengr

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 1 Sajan/Yewstance
    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 2 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 2 Angban/ScorchedOne
    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 3 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 3 Estra/Mhuirich
    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 4 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvengr
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 5 Sajan/Yewstance
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 6 Angban/ScorchedOne
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 7 Estra/Mhuirich
    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 8 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Talitha/MauveAvengr
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 9 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 10 Angban/ScorchedOne
    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 11 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 11 Estra/Mhuirich
    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 12 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Talitha/MauveAvengr
    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 13 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 13 Sajan/Yewstance
    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 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 14 Angban/ScorchedOne
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 15 Estra/Mhuirich
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 16 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 17 Sajan/Yewstance
    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 18 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 18 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 19 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 20 Talitha/MauveAvengr
    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 21 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 21 Sajan/Yewstance
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 22 Angban/ScorchedOne
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 23 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 24 Talitha/MauveAvengr
    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 25 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 25 Sajan/Yewstance
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 26 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 27 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 27 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 28 Talitha/MauveAvengr
    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 29 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 29 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here:

    Cannibal Isle Card 1:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Cannibal Isle Card 2:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
    Cannibal Isle Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 4:
    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.
    Cannibal Isle Card 5:
    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.
    Cannibal Isle Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cannibal Isle Card 7:
    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.
    Cannibal Isle Card 8:
    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.
    Cannibal Isle Card 9:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Angban
    Gannet Island Card 1:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Gannet Island Card 2:
    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.
    Gannet Island Card 3:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic
    To Acquire:
    Charisma
    Dexterity 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
    Gannet Island Card 4:
    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.
    Gannet Island Card 5:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
    Gannet Island Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Gannet Island Card 7:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.
    Gannet Island Card 8:
    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.
    Gannet Island Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 10:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Location #3: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
    Located/Displayed Here: Sajan, Estra
    Holy Isle Card 1:
    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.
    Holy Isle Card 2:
    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.
    Holy Isle Card 3:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Holy Isle Card 4:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Holy Isle Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Holy Isle Card 6:
    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.
    Holy Isle Card 7:
    Jinx Eater
    SS
    Ally B
    Traits:
    Tengu
    Assassin
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.
    Holy Isle Card 8:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Holy Isle Card 9:
    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.
    Holy Isle Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #4: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Talitha
    Lonely Island Card 1:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Lonely Island Card 2:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Lonely Island Card 3:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

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

    Lonely Island Card 4:
    Whip
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Lonely Island Card 5:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    Lonely Island Card 6:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Lonely Island Card 7:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Lonely Island Card 8:
    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.
    Lonely Island Card 9:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Lonely Island Card 10:
    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.

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Shipwreck Graveyard Card 1:
    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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Shipwreck Graveyard Card 5:
    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.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Shipwreck Graveyard Card 8:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Shipwreck Graveyard Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 10:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:
    Fog Bank Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fog Bank Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Fog Bank Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Fog Bank Card 4:
    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.
    Fog Bank Card 5:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
    Fog Bank Card 6:
    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.
    Fog Bank Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fog Bank Card 8:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Fog Bank Card 9:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Fog Bank Card 10:
    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.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Talitha/MauveAvengr, Sajan/Yewstance, Angban/ScorcheOne, Estra/Mhuirich,
    Out of Turn Updates: N/a
    Turn: Turn 1 - Blessing of Gozreh

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

    SOT: N/a
    Give Card: N/a
    Move: N/a

    Explore: Hull Damage

    Hull Damage:
    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.

    Talitha will bury Blessing of Iomedae to explore again. Difficulty increases by Adventure Deck Number (2). Add 1d4 from being only character at location.

    Intelligence 6+2=8: 2d6 + 1d4 ⇒ (4, 4) + (1) = 9

    Defeated. Ship is repaired (it wasn't damaged). Discard Blessing of the Gods to explore again.

    Explore 2: Boarding Axe

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

    Melee 6: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5

    Not acquired. End turn here.

    That darn Halfling Dara. Talitha is furious. After fixing the Thresher, Talitha tells the crew to drop her off on an island. She has a feeling there could be information here with regards to Dara's whereabouts. As the Thresher pulls away from the island, it almost crashes into some rocks. Not again. Talitha shouts and the crew manages to navigate away.

    Theres noone on this island. Talitha spends an hour looking around. The only evidence she finds is a lonely axe. But she spies some footsteps around. She goes to follow them.

    End turn: Reset hand.

    Talitha wrote:

    Hand: Fiery Weapon, Flame Staff, Anubis Staff, Staffbearer, Blessing of Asmodeus, Magus Arcana,

    Displayed:
    Deck: 10 Discard: 1 Buried: 1
    Current Location: Lonely Island
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings are available for use.
    Fiery Weapon: +1d4 and fire trait to any combat check w/ weapon
    Movement: Will banish Staffbearer (an Ally 1) to close unless anyone else has an ally that they want to banish
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength, Quarterstaff of Vaulting, Blessing of the Gods 1, Dehydrating Touch, Gallivance, Blessing of Pharasma, Blessing of Abraxas, Blessing of Kols, Ghost Whip, Compass
    Recharged:
    Discard Pile: Blessing of the Gods 2,
    Buried Pile: Blessing of Iomedae,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.


    Deck Handler // Searching For: Blessing 0

    Sajan starts his turn.
    Hour: Blessing of Hshurha

    Sajan gives Blood Periapt to Estra.

    Sajan stays at the Holy Isle.
    Free exploration:

    Holy Isle Card 1: 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.
    Discard Blessing of the Gods, copying Blessing of Hshurha, to bless twice.
    Divine 5 (Blessed*2): 3d4 ⇒ (3, 3, 2) = 8 -> Pass.
    Acquired.

    Treachery. Treachery has a way of worming into one's heart and mind, poisoning your reasoning, disrupting your focus. Sajan tries to ignore his personal ties to the former boatswain, Dara, but his anger makes him impatient, hasty in hunting her and her new crew down.

    Holy Isle: Sajan explores again:

    Holy Isle Card 2: 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.
    Discard Blessing of Achaekek to bless.
    Wisdom 6 (Blessed): 2d8 ⇒ (6, 6) = 12 -> Pass.
    Acquired.

    Thoughts of violence fuel Sajan's steps. He moves quickly, weapons at the ready, as he leaps from the floating Thresher to land on an adrift 'island' amidst the Astral Sea speckled with the ruins of some unknowable altar. Perhaps they can find information or magic here to assist them in this strange realm.

    Holy Isle: Sajan explores again:

    Holy Isle Card 3: Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Combat: Sajan reveals and additionally discards Kusarigama to use Acrobatics +2d6.
    Slashing trait adds 2.

    Acrobatics/Combat 10 (Slashing): 1d10 + 4 + 2d6 + 2 ⇒ (2) + 4 + (6, 6) + 2 = 20 -> Pass.
    Defeated.

    Pirates were already there, looting the place. Silently grateful for an outlet, the Monk hacks his way through the unsuspecting band, clearing the way for the crew of the Thresher to further look into the ruins here.

    Sajan attempts to close the Holy Isle, recharging Emerald of Dexterity to use his Dexterity die.
    Requesting that Talitha bury Blessing of Asmodeus to bless.
    Requesting that Estra recharge a card to add 1 from the Eternal Lakes Secured reward.

    Wisdom 7 (Emerald of Dexterity, Blessed, Eternal Lakes Secured): 2d10 + 1 ⇒ (4, 4) + 1 = 9 -> Holy Isle closed!.
    Holy Isle: Sajan recharges Blessing of the Gods and Blessing of Achaekek from his discards.

    Sajan ends his turn.
    Sajan resets his hand.

    Sajan wrote:

    Hand: Mastiff, Speed, Teamster (Core), Blessing of the Spy, Blessing of the Spy (2), Blessing of Milani,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0

    At the start of Angban's turn, Sajan displays Mastiff to draw Blessing of the Gods (2) and Kama (2).

    Sajan wrote:

    Hand: Kama (2), Speed, Teamster (Core), Blessing of the Spy, Blessing of the Spy (2), Blessing of Milani, Blessing of the Gods (2),

    Displayed: Mastiff,

    Deck: 7 Discard: 1 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Masque to add 1 to a local non-combat check for each recharged
    Blessings free to use
    Movement: Move with Estra (except to Lonely Island).
    Other: I suggest that Estra try to move to the Gannet Island with Sajan. If multiple players are there when it closes, we get a much bigger benefit, and anyone can close it.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Cockroach Coat, Social Climber, Kama
    Recharged: Emerald of Dexterity, Blessing of the Gods, Blessing of Achaekek,
    Discard Pile: Kusarigama,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

    Talitha buries Blessing of Asmodeus.
    Estra was given a Blood Periapt, and then recharged any 1 card.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    Additional Rules: Plunder: 1 Ally

    Villain:
    ?

    Henchmen:
    Buccaneer
    Spoiler:

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

    Scenario Level (#): 2

    Turn: 3, Angban/ScorchedOne

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

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

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

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

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

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

    Spells
    Spoiler:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

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

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

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

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

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

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

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

    Spoiler:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 1 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Talitha/MauveAvengr
    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 3 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 3 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 4 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 4 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 5 Estra/Mhuirich
    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 6 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Talitha/MauveAvengr
    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 7 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 7 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 8 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 8 Angban/ScorchedOne
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 9 Estra/Mhuirich
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Talitha/MauveAvengr
    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 11 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 11 Sajan/Yewstance
    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 12 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 12 Angban/ScorchedOne
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 13 Estra/Mhuirich
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 15 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 16 Angban/ScorchedOne
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 17 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 17 Estra/Mhuirich
    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 18 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Talitha/MauveAvengr
    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 19 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 19 Sajan/Yewstance
    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 20 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 20 Angban/ScorchedOne
    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 21 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 21 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Talitha/MauveAvengr
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 23 Sajan/Yewstance
    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 24 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 24 Angban/ScorchedOne
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 25 Estra/Mhuirich
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 26 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 26 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 27 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 27 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here:

    Cannibal Isle Card 1:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Cannibal Isle Card 2:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
    Cannibal Isle Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 4:
    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.
    Cannibal Isle Card 5:
    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.
    Cannibal Isle Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cannibal Isle Card 7:
    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.
    Cannibal Isle Card 8:
    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.
    Cannibal Isle Card 9:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Angban
    Gannet Island Card 1:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
    Gannet Island Card 2:
    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.
    Gannet Island Card 3:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic
    To Acquire:
    Charisma
    Dexterity 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
    Gannet Island Card 4:
    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.
    Gannet Island Card 5:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
    Gannet Island Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Gannet Island Card 7:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.
    Gannet Island Card 8:
    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.
    Gannet Island Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 10:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Location #3: Holy Isle
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan, Estra

    Location #4: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Talitha

    Lonely Island Card 1:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

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

    Lonely Island Card 2:
    Whip
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Lonely Island Card 3:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    Lonely Island Card 4:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Lonely Island Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Lonely Island Card 6:
    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.
    Lonely Island Card 7:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Lonely Island Card 8:
    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.

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Shipwreck Graveyard Card 1:
    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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Shipwreck Graveyard Card 5:
    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.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Shipwreck Graveyard Card 8:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Shipwreck Graveyard Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 10:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:
    Fog Bank Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fog Bank Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Fog Bank Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Fog Bank Card 4:
    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.
    Fog Bank Card 5:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
    Fog Bank Card 6:
    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.
    Fog Bank Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fog Bank Card 8:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Fog Bank Card 9:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Fog Bank Card 10:
    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.


    Deck Handler // STR d8 | DEX d8+2 (Ranged +3) | CON d10 (Fort +3) | INT d6 (Craft +3) | WIS d6 | CHA d4

    Turn 3: Blessing of the Gods

    Angban wrote:

    Hand: Quartermaster, Blessing of Calistria, Crowbar, Dragon Pistol +1, Blessing of Erastil,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Toxic Blunderbuss +1, Double-Barreled Musket, Shock Musket +1, Scale Mail, Alchemical Cartridges, Blessing of the Gods, Hand Cannon, Powder Horn, Blessing of Alkenstar, Benevolent Buckler, Thieves' Tools, Four-Mirror Armor
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.

    Angban is on an island all by his lonesome, not that he particularly minds.

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

    Some weird sort of fish comes along and tries to sting him, and that's not particularly okay. He takes out his pistol and fires!

    Combat DC 10: 1d8 + 2 + 3 + 1d6 + 1 ⇒ (3) + 2 + 3 + (2) + 1 = 11 Counting that 2 as a 1, we still barely get there.

    Misfire: 1d12 ⇒ 7

    The fish swims off, injured, and thankfully doesn't sting poor Angban. Angban sends the quartermaster off for more supplies as he continues onward. Discard QM to explore.

    Explore 2:
    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.

    Perhaps scared up by the fish, some sort of undead swamp thing monstrosity comes out. "Oh come on, now. Zombies are on land, not in the water. Stop trying to be two things, you know I hate that!" He takes out the dragon pistol again and fires great big holes in the creature.

    Combat DC 11: 1d8 + 2 + 3 + 1d6 + 1 ⇒ (5) + 2 + 3 + (2) + 1 = 13

    Misfire: 1d12 ⇒ 9

    The hits just keep on coming, as Angban sets his pistol back away and continues on, blessed by the savored sting on his journey. Discard blessing of Calistria to explore.

    Explore 3:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic
    To Acquire:
    Charisma
    Dexterity 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    He finds a pretty neat looking eyepatch, and tries it on.

    Dexterity 5: 1d8 + 2 ⇒ (4) + 2 = 6

    Angban thinks that he looks rather dashing in it, and keeps it for the time being, continuing onward as he does, this time drinking in salute to Cayden Cailean.

    Explore 4:
    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.

    This time, he comes across some nautical charts and isn't sure he can make hide nor hair of them, so he leaves them behind. Can't succeed, not important enough to waste someone else's resources on.

    Tuckered out, Angban waits for a new day to dawn.

    Angban wrote:

    Hand: Four-Mirror Armor, Hand Cannon, Crowbar, Dragon Pistol +1, Eyepatch,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Blessing of Alkenstar, Scale Mail, Double-Barreled Musket, Benevolent Buckler, Shock Musket +1, Alchemical Cartridges, Toxic Blunderbuss +1, Powder Horn, Blessing of the Gods
    Recharged:
    Discard Pile: Blessing of Calistria, Blessing of Erastil, Quartermaster,
    Buried Pile:

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

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Weapons, Light Armor, Heavy Armor
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait
    Gain the skill Craft: Intelligence +3.


    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    Additional Rules: Plunder: 1 Ally

    Villain:
    ?

    Henchmen:
    Buccaneer
    Spoiler:

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

    Scenario Level (#): 2

    Turn: 4, Estra/Mhuirich

    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:
    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:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

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

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

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

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

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

    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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

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

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

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

    Spoiler:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

    Current Hour:

    Blessing of 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: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvengr
    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 2 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 2 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 3 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 3 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 4 Estra/Mhuirich
    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 5 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvengr
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 6 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 7 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 7 Angban/ScorchedOne
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 8 Estra/Mhuirich
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvengr
    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 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 10 Sajan/Yewstance
    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 11 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 11 Angban/ScorchedOne
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 12 Estra/Mhuirich
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 14 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 15 Angban/ScorchedOne
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 16 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 16 Estra/Mhuirich
    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 17 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Talitha/MauveAvengr
    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 18 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 18 Sajan/Yewstance
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 19 Angban/ScorchedOne
    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 20 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 20 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Talitha/MauveAvengr
    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 22 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 22 Sajan/Yewstance
    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 23 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 23 Angban/ScorchedOne
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 24 Estra/Mhuirich
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 25 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 26 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here:

    Cannibal Isle Card 1:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Cannibal Isle Card 2:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
    Cannibal Isle Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 4:
    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.
    Cannibal Isle Card 5:
    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.
    Cannibal Isle Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cannibal Isle Card 7:
    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.
    Cannibal Isle Card 8:
    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.
    Cannibal Isle Card 9:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Angban
    Gannet Island Card 1:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
    Gannet Island 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.
    Gannet Island Card 3:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.
    Gannet Island Card 4:
    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.
    Gannet Island Card 5:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 6:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Location #3: Holy Isle
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan, Estra

    Location #4: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Talitha

    Lonely Island Card 1:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

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

    Lonely Island Card 2:
    Whip
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Lonely Island Card 3:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    Lonely Island Card 4:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Lonely Island Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Lonely Island Card 6:
    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.
    Lonely Island Card 7:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Lonely Island Card 8:
    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.

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Shipwreck Graveyard Card 1:
    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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Shipwreck Graveyard Card 5:
    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.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Shipwreck Graveyard Card 8:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Shipwreck Graveyard Card 9:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 10:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:
    Fog Bank Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fog Bank Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Fog Bank Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Fog Bank Card 4:
    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.
    Fog Bank Card 5:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
    Fog Bank Card 6:
    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.
    Fog Bank Card 7:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fog Bank Card 8:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Fog Bank Card 9:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Fog Bank Card 10:
    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.


    STR d4 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d10 (Divine +2, Perception + 2) | CHA d10 Deck Handler

    Turn Order: Talitha/MauveAvengr, Sajan/Yewstance, Angban/Scorch, Estra/Mhuirich
    Out of Turn Updates:
    * On Sajan's turn: take Blood Periapt, recharge Cure for close check.

    Turn: Turn 4 - 0/Blessing of the Gods

    At: #3: Holy Isle
    SOT: None
    Give Card: None
    Move:

    Attempt to move with Sajan UP to #2: Gannet Island:

    Wisdom 6: 1d10 + 1 ⇒ (7) + 1 = 8 - Success

    After move, examine top of location: Harpoon. Discard Blood Periapt to encounter.

    Encounter: 1/Harpoon, Weapon B, Dex/Ran 7:

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

    Dex 7: 1d4 ⇒ 4 - Auto fail

    Free explore

    Explore: 2/Illusory Wall, Barrier B, Arc/Wis/Per 6+#:

    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.

    Ask Sajan to discard Blessing of the Gods to avoid milling the hourglass.

    Perception 8: 2d10 + 3 ⇒ (4, 7) + 3 = 14 - Defeated

    Examine location: Main-Gauche. Put on bottom of the deck. End turn.

    Discard None
    Draw Vexing Daredevil

    Summary:
    Location = #2: Gannet Island
    Acquired =
    Banished = 1/Harpoon, 2/Illusory Wall
    Examined =
    From Box =
    Displayed =

    Give =
    Used =
    Other =

    Estra wrote:

    Hand: Honaire (Occult Adventures 1), Burst of Adrenaline, Spiritual Ally, Vexing Daredevil, Dowsing Rod,

    Displayed:
    Deck: 11 Discard: 0 Buried: 1
    Current Location: #2: Gannet Island
    Hero Points: 0
    NOTES:
    Movement: Stay with Sajan

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of Milani, Padded Armor, Scrying Mirror, Psychic Detective, Confusion (Core), Blessing of the Gods (2), Inflict Pain, Frigid Blast, Javelin of Lightning
    Recharged: Cure (Core),
    Discard Pile:
    Buried Pile: Blood Periapt (Sajan),

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

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury (☑ or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
    Eternal Lake Secured: When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.
    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Party tracker


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Talitha/MauveAvengr, Sajan/Yewstance, Angban/ScorcheOne, Estra/Mhuirich,
    Out of Turn Updates: Bury Blessing of Asmodeus on Sajan's turn
    Turn: Turn 5 - Blessing of Achaekek

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

    SOT: N/a
    Give Card: N/a
    Move: N/a

    Explore: Dara

    Dara:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
    “Aslynn will have your ship and your souls as her prize. I wonder which she will value more.”

    Will wait to hear back from the team on what to do.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Okay, Talitha is going to fight the villain. Gannet Island will not be guarded (according to Discord chat). Have to do a Charisma or Diplomacy check since there are other cards in the location. Add 1d4 since only character at this location.

    Diplomacy 7+2=9 BYA: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15

    For the first combat check, Talitha will recharge Flame Staff and discard Fiery Weapon to do Arcane+1d8.

    Combat 12+2+2=16: 1d10 + 3 + 1d8 + 1d4 ⇒ (1) + 3 + (7) + (1) = 12 Will recharge the buried blessing Blessing of Iomedae to reroll the 1d10.
    Combat 12+2+2=16: 1d10 + 3 + 7 + 1 ⇒ (5) + 3 + 7 + 1 = 16

    For the second combat check, Talitha will punch Dara. Angban will bury Hand Cannon to add 2d6 to the check.

    Combat 12+2+2=16: 1d8 + 3 + 2d6 + 1d4 ⇒ (3) + 3 + (6, 1) + (2) = 15 Will recharge the buried blessing Blessing of Asmodeus to reroll the 1d6 that rolled a 1.
    Combat 12+2+2=16: 3 + 3 + 6 + 1d6 + 2 ⇒ 3 + 3 + 6 + (2) + 2 = 16

    Dara is defeated. Dara escapes. There are four locations. Lonely Island is closed. Talitha can draw a random ally, then recharge it. Draw Acolyte.

    Acolyte:
    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.

    End Turn: Reset Hand.

    Talitha wrote:

    Hand: Quarterstaff of Vaulting, Gallivance, Ghost Whip, Anubis Staff, Staffbearer, Magus Arcana,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Lonely Island
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abraxas, Compass, Blessing of the Gods 1, Blessing of Kols, Blessing of Pharasma, Strength, Dehydrating Touch
    Recharged: Flame Staff, Blessing of Iomedae, Blessing of Asmodeus, Acolyte,
    Discard Pile: Blessing of the Gods 2, Fiery Weapon,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead.
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.

    Angban buries Hand Cannon


    Random open location: 1d6 ⇒ 3
    Random open location: 1d6 ⇒ 3

    Random open location: 1d6 ⇒ 6
    At the start of Sajan’s turn, Conflagration is discarded from the hourglass and displayed at Fog Bank.

    During This Adventure:

    Thresher:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    Before you act, bury a random card from your discard pile.

    When Commanding
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    During This Scenario: When you move to a different location on your turn, indicate whether you are going up or down to reach it. Fog Bank is above Cannibal Isle. Then attempt a Wisdom or Survival check with a difficulty of 4 plus the scenario’s adventure deck number; if you fail, you instead move 1d4 locations in that direction.

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

    Additional Rules: Plunder: 1 Ally

    Villain:
    Dara
    Spoiler:
    10-00 Villain 2
    Type: Monster
    Traits: Halfling Pirate Veteran
    To Defeat: Combat 12 THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
    “Aslynn will have your ship and your souls as her prize. I wonder which she will value more.”

    Henchmen:
    Buccaneer
    Spoiler:

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

    Scenario Level (#): 2

    Turn: 6, Sajan/Yewstance

    Random Cards:

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

    Spoiler:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

    Spoiler:
    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:
    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.

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

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

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

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

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

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

    Spoiler:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

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

    Allies
    Spoiler:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

    Spoiler:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 1 Angban/ScorchedOne
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 2 Estra/Mhuirich
    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 3 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvengr
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 4 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 5 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 5 Angban/ScorchedOne
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 6 Estra/Mhuirich
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Talitha/MauveAvengr
    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 8 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 8 Sajan/Yewstance
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 9 Angban/ScorchedOne
    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 10 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 10 Estra/Mhuirich
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 12 Sajan/Yewstance
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 13 Angban/ScorchedOne
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 14 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 14 Estra/Mhuirich
    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 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Talitha/MauveAvengr
    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 16 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 16 Sajan/Yewstance
    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 17 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 17 Angban/ScorchedOne
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 18 Estra/Mhuirich
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Talitha/MauveAvengr
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 20 Sajan/Yewstance
    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 21 Angban/ScorchedOne:
    Spoiler:
    Hourglass Card 21 Angban/ScorchedOne
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Estra/Mhuirich:
    Spoiler:
    Hourglass Card 22 Estra/Mhuirich
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Hourglass Card 23 Talitha/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Talitha/MauveAvengr
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Sajan/Yewstance:
    Spoiler:
    Hourglass Card 24 Sajan/Yewstance
    Conflagration
    10-00
    Henchman 2
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 2
    Located/Displayed Here:

    Cannibal Isle Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 2:
    Dara
    10-00
    Villain 2
    Type: Monster
    Traits:
    Halfling
    Pirate
    Veteran
    To Defeat:
    Combat 12
    THEN Combat 12
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.

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

    Cannibal Isle Card 3:
    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.
    Cannibal Isle Card 4:
    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.
    Cannibal Isle Card 5:
    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.
    Cannibal Isle Card 6:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cannibal Isle Card 7:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 8:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Cannibal Isle Card 9:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
    Cannibal Isle 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.
    Cannibal Isle Card 11:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Location #2: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Angban, Estra, Sajan, Main-Gauche
    Gannet Island Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Gannet Island Card 2:
    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.
    Gannet Island Card 3:
    Giant Wasp
    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Gannet Island Card 4:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 5:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Location #3: Holy Isle
    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 #4: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Talitha

    Location #5: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Shipwreck Graveyard Card 1:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 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.
    Shipwreck Graveyard Card 3:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shipwreck Graveyard Card 6:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Shipwreck Graveyard Card 7:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Shipwreck Graveyard Card 8:
    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.
    Shipwreck Graveyard Card 9:
    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.
    Shipwreck Graveyard Card 10:
    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.
    Shipwreck Graveyard Card 11:
    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.

    Location #6: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here:
    Conflagration (displayed):

    10-00 Henchman 2
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Fog Bank Card 1:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
    Fog Bank Card 2:
    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.
    Fog Bank Card 3:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Fog Bank Card 4:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Fog Bank Card 5:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Fog Bank Card 6:
    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.
    Fog Bank Card 7:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Fog Bank Card 8:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fog Bank Card 9:
    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.
    Fog Bank Card 10:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Fog Bank Card 11:
    Buccaneer
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Deck Handler // Searching For: Blessing 0

    OFF-TURN ACTIONS:
    Sajan discards Mastiff at the end of Angban's turn.
    Sajan ship-moves to Gannet Island.
    Sajan discards Blessing of the Gods (2).

    ========================
    Sajan starts his turn.
    Hour: Blessing of Achaekek

    Sajan gives Speed to Estra.

    Sajan stays at Gannet Island.
    Free exploration:

    Gannet Island Card 1: Blessing of the Gods:

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

    No villain here, it seems.

    Sajan discards Blessing of the Spy to explore again and blessing his checks during the exploration:

    Gannet Island Card 2: 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.
    Fortitude 6 (Blessing of the Spy): 2d6 + 2 ⇒ (3, 2) + 2 = 7 -> Pass.
    Acquired.

    Sajan discards Blessing of the Spy (2) to explore again and blessing his checks during the exploration:

    Gannet Island Card 3: Giant Wasp:

    SS
    Monster 2
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 13
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.
    Combat: Sajan reveals Kama (2) to use Acrobatics +1d6.
    Slashing trait adds 2.

    Acrobatics/Combat 13 (Slashing, Blessing of the Spy): 2d10 + 4 + 1d6 + 2 ⇒ (3, 6) + 4 + (6) + 2 = 21 -> Pass.
    AA: Sajan discards Stanching Buckler to Poison damage.

    Defeated.

    Oof, clearly the henchman is low in this location.

    Sajan discards Teamster (Core) to explore. During this exploration, a local character may avenge by reloading a card:

    Gannet Island Card 4: Buccaneer:

    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Combat: Sajan reveals Kama (2) to use Acrobatics +1d6.
    Slashing trait adds 2.

    Acrobatics/Combat 10 (Slashing): 1d10 + 4 + 1d6 + 2 ⇒ (7) + 4 + (3) + 2 = 16 -> Pass.
    Defeated.

    Sajan closes Gannet Island by discarding 1d4 ⇒ 2 cards from the hourglass (Blessing of the Gods, Blessing of Gozreh).
    Gannet Island Plunder draw: 1d6 ⇒ 5 -> Sajan draws a random nobasic, nonelite Item:

    Random Item 2: 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.
    Nice.
    Estra and Angban draw a nonbasic, nonelite Plunder card into their hand.

    Sajan ends his turn.
    Sajan resets his hand.

    "

    Sajan wrote:

    Hand: Kama (2), Crown of Swords, Cockroach Coat, Blessing of Milani, Blessing of the Gods (3), Blessing of the Ancients,

    Displayed:

    Deck: 6 Discard: 7 Buried: 0
    NOTES:
    Available Support: Happy to Avenge
    Eternal Lake Secured - Recharge Crown of Swords to add 1 to a local non-combat check for each recharged
    Crown of Swords - Recharge to add 1d8 to a local combat check
    Blessings free to use
    Movement: Move with Estra.
    Other: Would strongly appreciate healing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Masque, Kama, Social Climber
    Recharged: Emerald of Dexterity, Blessing of the Gods, Blessing of Achaekek,
    Discard Pile: Kusarigama, Blessing of the Gods (2), Blessing of the Spy, Mastiff, Blessing of the Spy (2), Stanching Buckler, Teamster (Core),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    If your combat check has the Slashing trait, add 2 ([ ] 4).
    Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
    [ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

    "

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