[PACG] Emerald Legacy [MorkXII] (Inactive)

Game Master MorkXII


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Silver Crusade

I guess Ice Grotto.

Hand: Sage, Fiery Glare, Blessing of Abadar, Acid Jet, Frigid Blast
Deck: 11 Discard: 0 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d4 [ ]+1
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
CONSTITUTION d6 [ ]+1 [ ]+2
INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
.[ ]Perception:[/b] Intelligence +2
WISDOM d4 [ ]+1 [ ]+2
CHARISMA d12 [x]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2

POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([x] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally


Repelling Pike +1 in for Khopesh.
Start at Cannibal Isle.

Ramexes wrote:

Hand: Holy Light, Armor of the Sands, Druid of the Flame, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Blessing of Abraxas,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Cannibal Isle
Hero Points (Available/Used): 3/3
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for EL-2D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Blessing of Pharasma 2, Fire Snake, Blessing of Pharasma 1, Apprentice 2, Cure, Binder's Tome, Holy Javelin, Quarterstaff, Apprentice 1, Repelling Pike +1
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).


deck handler

Shrine to Besmara

Zelhara wrote:

Hand: Jinx Eater, BotAncients, BoAsmodeus, Heretic's Fork*, Ukobach, CatONineTails, Psychic Detective,

Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 5
Notes: feel free to use cards/abilities as needed.

Skills and Powers:
SKILLS

Strength d6 []+1 []+2
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 [X]+1 [X]+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2

Favored Card: Weapon
Hand size 5 [X]6 [X]7
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).

"

Card Descriptions:

Hand descriptions:
CatONineTails
Spoiler:
CatONineTails
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Heretic's Fork*
Spoiler:
Heretic's Fork*
*actually Mysterious DIsk
Traits: Object, Magic
If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.
Psychic Detective
Spoiler:
Psychic Detective
Traits: Elf, Investigator, Basic
Recharge this card to add 1d6 to your Knowledge or Perception check.
Discard this card to examine the top card of your location deck, then you may explore your location.
Jinx Eater
Spoiler:
Jinx Eater
Traits: Tengu, Assassin, Basic
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
If you would fail a combat check by 1, bury this card to succeed.
Ukobach
Spoiler:
Ukobach
Traits: Outsider, Devil, Basic
Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.
BotAncients
Spoiler:
BotAncients
Traits: Divine, Basic
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
BoAsmodeus
Spoiler:
BoAsmodeus
Traits: Divine, Asmodeus,
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Displayed descriptions:
"


Festhall.

Lirianne wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d10+1
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8+1
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6

Powers
HAND SIZE 6
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

Hand: Matchlock Hackbut, Shock Musket +1, Spyglass, Blessing of Calistria, Blessing of the Gods, Blessing of the Gods
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:4/9


Using my hero point for Strength +2. No upgrades.

I think I like the Ice Grotto.

"

Seelah the Vengeful wrote:

Hand: Blessing of the Gods, Petty Thief, Sinderbos, Warhammer +1, Blessing of the Archdevils 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2/5
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to recharge them to add 1d6 to your local check.

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Fortitude: Constitution +1
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)

"


Hour of the Gods
Remain at Cannibal Isle.

Explore:

Master Gunner:
Ally B
Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
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.

Diplomacy 8: 1d10 + 3 ⇒ (9) + 3 = 12 acquired
Discard to explore:
Dolphin:
Ally C
Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
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.

Auto-fail and banish. Discard Druid of the Flame to explore:
Nirento:
Monster 2
Traits
Plant

Check
Combat
11

Powers
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Auto-fail BYA Wisdom check so no weapons or spells. Druid adds 2+# to combat check, recharge Blessing of Abraxas to add 1d8 and Fire (Ramexes' power).
Combat 11: 1d8 + 4 + 1d8 + 4 ⇒ (3) + 4 + (8) + 4 = 19 defeated & banished
Examine top 2 cards of location: Blood Bug (Monster 1) and Captain (Ally B)
Bury Master Gunner to explore:
Bloodbug:
Monster 1
Traits
Animal
Basic

Check
Combat
9

Powers
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.

Recharge Blessing of the Spellbound to add 1d8 and Fire.
Combat 9: 2d8 + 4 ⇒ (8, 5) + 4 = 17 defeated & banished
Examine top 2 cards: Captain (Ally B) and Pirate Shade Haunt (Henchman Monster B)
Bury Druid of the Flame to explore:
Captain:
Ally B
Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Constitution 4: 1d8 ⇒ 3 failed & banished
Discard Blessing of the Spellbound to explore:
Pirate Shade Haunt:
Henchman Monster B
Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Display next to character. Attempt location close with difficulty increased by 1:
Melee 6+1=7: 1d8 + 4 ⇒ (6) + 4 = 10 success
Location closed. Add buried allies to hand.

End turn & reset hand.

Ramexes wrote:

Hand: Holy Light, Armor of the Sands, Druid of the Flame, Chronicler, Blessing of Pharasma 2, Master Gunner (acquired),

Displayed: Pirate Shade Haunt,
Deck: 11 Discard: 1 Buried: 0
Current Location: Cannibal Isle
Hero Points (Available/Used): 3/3
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for EL-2D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff, Binder's Tome, Blessing of Pharasma 1, Holy Javelin, Apprentice 1, Repelling Pike +1, Fire Snake, Apprentice 2, Cure
Recharged: Blessing of the Spellbound 1, Blessing of Abraxas,
Discard Pile: Blessing of the Spellbound 2,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).

Silver Crusade

Mel explores! Jalhazar’s Curse. Abadar, Sage.

Wis 12: 4d4 + 1d6 + 1 ⇒ (3, 3, 4, 1) + (2) + 1 = 14

Haha! Gets shuffled into 1d7 ⇒ 6 Shrine to Besmara.

Hand: Shield Cloak, Fiery Glare, Dreamcatcher, Acid Jet, Frigid Blast
Deck: 11 Discard: 0 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d4 [ ]+1
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
CONSTITUTION d6 [ ]+1 [ ]+2
INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
.[ ]Perception:[/b] Intelligence +2
WISDOM d4 [ ]+1 [ ]+2
CHARISMA d12 [x]+1 [x]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2

POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([x] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([x] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally


During This Adventure: Adventure 2: Jalhazar‘s Grotto

New Rules: Facilities and the Upgrade Box:
In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

UPGRADE BOX:
Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
- Choose up to 3 class decks or
- Choose a base set and all of its expansions according to one AP
At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
Osirion - Mummy's Mask AP
Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

BOONS COVERED BY FACILITIES:
In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

New Rules: New Feats:
In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

FACILITY FEATS:
When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

CARGO FEATS:
When you are told that the Shirofune gains a cargo feat, use the Cargo card.

These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

POWER FEATS (ORDER OF THE RAGING WAVE):
When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

POWER FEATS (VILLAINS):
When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

New Rules: Sidequests:
SIDEQUESTS:
Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

    Powers
    If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

    Monster 2
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Monster 3
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 4
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

    Powers
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Monster 5
    Spoiler:
    Draugr
    Monster C

    Traits
    Undead
    Aquatic
    Basic

    Check
    Combat
    9

    Powers
    The Draugr is immune to the Mental and Poison traits.
    Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

    Random Barriers:
    Barrier 1
    Spoiler:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 2
    Spoiler:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Barrier 3
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Barrier 4
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    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.

    Weapon 2
    Spoiler:
    Tidewater Cutlass +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Weapon 3
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Weapon 4
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Weapon 5
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Confusion
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Attack
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Wooden Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 5
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Item 2
    Spoiler:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Item 3
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Item 4
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.

    Item 5
    Spoiler:
    Liquid Ice
    Item 2

    Traits
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Ally 3
    Spoiler:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Dolphin
    Ally C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 2
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    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.

    Turn: 3 Zelhara/Redeux

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 5 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 6 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 7 Ramexes)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 8 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 9 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 10 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 11 Seelah)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 12 Celeste)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 10 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 14 (Turn 17 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 16 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 17 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 23 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 26 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 27 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 2:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 3:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 4:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 5:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 6:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Festhall Card 7:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Festhall Card 8:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 9:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 10:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:3 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:1 ?:0
    Located here: Mel, Seelah

    Ice Grotto Card 1:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Ice Grotto Card 2:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Ice Grotto Card 3:
    Sap
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    6

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Ice Grotto Card 4:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Ice Grotto Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Ice Grotto Card 6:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Ice Grotto Card 7:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 8:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Ice Grotto Card 9:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Scar Bay Card 2:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Scar Bay Card 3:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Scar Bay Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Scar Bay Card 5:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Scar Bay Card 6:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Scar Bay Card 7:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 8:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

    Scar Bay Card 9:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Scar Bay Card 10:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Ramexes

    Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

    Sea Caves Card 1:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Sea Caves Card 2:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Sea Caves Card 3:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Sea Caves Card 4:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Sea Caves Card 5:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Sea Caves Card 6:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Sea Caves Card 7:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Sea Caves Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Sea Caves Card 9:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Sea Caves Card 10:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Ghol-Gan Ruins Card 1:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Ghol-Gan Ruins Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Ghol-Gan Ruins Card 3:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Ghol-Gan Ruins Card 4:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 5:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 6:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 7:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 8:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 9:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 10:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
    When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
    When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
    M:2 Ba:0 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:3 ?:2
    Located here: Zelhara
    Notes: Jalhazar's Curse

    Shrine to Besmara Card 1:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shrine to Besmara Card 2:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Shrine to Besmara Card 3:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Shrine to Besmara Card 4:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shrine to Besmara Card 5:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Shrine to Besmara Card 6:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Shrine to Besmara Card 7:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Shrine to Besmara Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Shrine to Besmara Card 9:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.

    Shrine to Besmara Card 10:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Shrine to Besmara Card 11:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

    Mancatcher Cove Card 1:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Mancatcher Cove Card 2:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Mancatcher Cove Card 3:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mancatcher Cove Card 4:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    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.

    Mancatcher Cove Card 5:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Mancatcher Cove Card 6:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Mancatcher Cove Card 7:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Mancatcher Cove Card 8:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Mancatcher Cove Card 9:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Mancatcher Cove Card 10:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    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.


  • deck handler

    Explore shrine of besmara

    Arcane Armor:

    Spell B
    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Arcane Armor Dc 4 int: 1d6 ⇒ 4 acquired but banishing this turn to close

    Discard Ukobach to draw a card (pearl of wisdom) and explore

    Jalhazar's Curse:

    Henchman Barrier 3
    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.


    bless with BoAsmodeus
    Jalhazar's curse Dc 12 wisdom: 2d10 + 2 ⇒ (9, 5) + 2 = 16 banished but scenario rule: random location: 1d6 ⇒ 1 shuffled into Festhall

    Discard Jinx Eater to explore

    Merfolk:

    Monster B
    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.


    use catoninetails, jinx eater adds 1
    Merfolk DC 8 combat: 1d10 + 2 + 3d4 + 1 ⇒ (3) + 2 + (2, 1, 1) + 1 = 10

    Bury Jinx eater to heal Ukobach and Boasmodeus

    Use Psychic Detective to examine/explore

    Scurvy Zombie:

    Henchman Monster 2
    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Use CatoNinetails
    Scurvy Zombie DC 13 combat: 1d10 + 2 + 3d4 ⇒ (8) + 2 + (3, 4, 1) = 18 defeated

    Attempt to close
    banish Arcane Armor to close

    Reset hand and end turn

    Zelhara wrote:

    Hand: Pearl of Wisdom, BotAncients, Ukobach, Heretic's Fork*, BotArchdevils1, CatONineTails, Hungry Ghost Monk,

    Displayed:
    Deck: 8 Discard: 1 Buried: 1 Shirt Reroll Available: Y Hero Points: 5
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d8 []+1 []+2 []+3
    Constitution d6 []+1 []+2
    Intelligence d6 []+1
    Wisdom d10 [X]+1 [X]+2 []+3 []+4
    Divine: Wis+1
    Perception: Wis+3
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Cha+2

    Favored Card: Weapon
    Hand size 5 [X]6 [X]7
    Proficient with: Weapon, Divine
    Powers:
    For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
    A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).

    "

    Card Descriptions:

    Hand descriptions:
    CatONineTails
    Spoiler:
    CatONineTails
    Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Pearl of Wisdom
    Spoiler:
    Pearl of Wisdom
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.
    Heretic's Fork*
    Spoiler:
    Heretic's Fork*
    *actually Mysterious DIsk
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.
    Ukobach
    Spoiler:
    Ukobach
    Traits: Outsider, Devil, Basic
    Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.
    Hungry Ghost Monk
    Spoiler:
    Hungry Ghost Monk
    Traits: Human, Monk
    Powers: On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.
    BotArchdevils1
    Spoiler:
    BotArchdevils1
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
    BotAncients
    Spoiler:
    BotAncients
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Displayed descriptions:
    "

    TLDR
    Shrine of Besmara card 2 - Jel's curse goes to Festhall
    Shrine of Besmara closed


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 2
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Monster 3
    Spoiler:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Monster 4
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Monster 5
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

    Powers
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Random Barriers:
    Barrier 1
    Spoiler:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Barrier 2
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    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.

    Barrier 3
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.

    Barrier 4
    Spoiler:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    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 to your combat check.

    Weapon 3
    Spoiler:
    Repelling Pike +1
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Weapon 4
    Spoiler:
    Rapier
    Weapon C

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    5

    Powers
    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.

    Weapon 5
    Spoiler:
    Throwing Axe
    Weapon B

    Traits
    Axe
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 3
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Frostbite
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Spell 5
    Spoiler:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Mail
    Armor C

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 3
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    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, return the examined card to the top or bottom of your deck.

    Item 2
    Spoiler:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

    Powers
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Item 3
    Spoiler:
    Jellyfish Cape
    Item 2

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
    Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

    Item 4
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 5
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Random Allies:
    Ally 1
    Spoiler:
    Dolphin
    Ally C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Ally 2
    Spoiler:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ally 3
    Spoiler:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 4
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

    Powers
    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.

    Ally 5
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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 Blessings:
    Blessing 1
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 3
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 4 Lirianne/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 6 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 7 Ramexes)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 8 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 5 (Turn 9 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 10 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 11 Seelah)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 12 Celeste)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 9 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 11 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 13 (Turn 17 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 15 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 16 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 18 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 22 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 25 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 26 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Festhall Card 2:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Festhall Card 4:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 5:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 6:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 8:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 9:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 10:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 11:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:3 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:1 ?:0
    Located here: Mel, Seelah

    Ice Grotto Card 1:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Ice Grotto Card 2:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Ice Grotto Card 3:
    Sap
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    6

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Ice Grotto Card 4:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Ice Grotto Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Ice Grotto Card 6:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Ice Grotto Card 7:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 8:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Ice Grotto Card 9:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Scar Bay Card 2:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Scar Bay Card 3:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Scar Bay Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Scar Bay Card 5:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Scar Bay Card 6:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Scar Bay Card 7:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 8:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

    Scar Bay Card 9:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Scar Bay Card 10:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Ramexes

    Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

    Sea Caves Card 1:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Sea Caves Card 2:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Sea Caves Card 3:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Sea Caves Card 4:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Sea Caves Card 5:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Sea Caves Card 6:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Sea Caves Card 7:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Sea Caves Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Sea Caves Card 9:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Sea Caves Card 10:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Ghol-Gan Ruins Card 1:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Ghol-Gan Ruins Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Ghol-Gan Ruins Card 3:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Ghol-Gan Ruins Card 4:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 5:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 6:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 7:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 8:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 9:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 10:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Zelhara
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

    Mancatcher Cove Card 1:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Mancatcher Cove Card 2:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Mancatcher Cove Card 3:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mancatcher Cove Card 4:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    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.

    Mancatcher Cove Card 5:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Mancatcher Cove Card 6:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Mancatcher Cove Card 7:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Mancatcher Cove Card 8:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Mancatcher Cove Card 9:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Mancatcher Cove Card 10:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    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.


  • Free exploration: Phantasmal Minion
    Intelligence 4: 1d8 + 1 ⇒ (7) + 1 = 8
    Success
    Acquired

    Discard Spyglass to examine: Aaron Ivy, Skeleton
    Put the Skeleton on top.

    Discard Blessing of the Gods to explore: Skeleton
    Shock Musket +1 (bury Phantasmal Minion)
    Combat 8+3=11: 1d10 + 3 + 1d10 + 1 + 2d8 ⇒ (8) + 3 + (5) + 1 + (6, 2) = 25
    Success
    Defeated

    Ending my turn.

    Lirianne wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d10+1
    -Ranged: Dexterity+2
    CONSTITUTION d6
    INTELLIGENCE d8+1
    -Craft: Intelligence+1
    WISDOM d8
    -Perception: Wisdom+2
    CHARISMA d6

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
    ☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
    ☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
    ☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

    Hand: Matchlock Hackbut, Shock Musket +1, Thieves' Tools, Surgeon, Blessing of Calistria, Blessing of the Gods
    Deck: 9 Discard: 2 Buried: 1 Displayed: 0
    Notes: Reroll: Not Used, HP:4/9


    Seelah will stay at the Ice Grotto for the moment.

    Explore to find a Buckler.
    Fortitude 3: 1d8 + 1 ⇒ (2) + 1 = 3 Acquired.

    Petty Thief to examine, it's a bane, so I explore again. Pirate Entertainments. Recharging the Buckler for 1d6.
    Strength 7+2=9: 1d10 + 2 + 1d6 + 1d6 ⇒ (8) + 2 + (6) + (3) = 19 Very defeated. plunder type: 1d6 ⇒ 1 I get to add a weapon to my hand, which is a Shortbow. Yippee.

    BoArchdevils to explore again. A Sap. Another Yippee. I'll just fail on purpose and let it banish.

    Discard Shortbow, draw up.

    "

    Seelah the Vengeful wrote:

    Hand: Cure, Scale Mail, Sinderbos, Warhammer +1, Blessing of the Archdevils 2,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 2/5
    Shirt reroll: NOT USED
    NOTES:
    Available Support: If I have any armors I'm happy to recharge them to add 1d6 to your local check.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +1
    Divine: Charisma +0
    Diplomacy: Charisma +2

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Divine Weapon
    POWERS:
    When you attempt a check before acting, you may use Divine instead of any listed skill.
    On a local check, you may discard an armor or the top card of your deck to add 1d4 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)

    "


    Hour: Besmara

    Recharge Bestiary of Garund to examine Mancatcher 1: Potion of Fortitude

    Move to Sea Caves.

    Explore Sea Caves 1: Large Chest
    Discard Thieves' Tools to defeat.
    Draw 1d4 ⇒ 3 weapons: Animalbane Dagger +1, Repelling Pike +1, Rapier.

    Discard Appleslayer to explore: Pirate Shade Haunt
    Displayed.
    Aquatic monster to close: Crab Swarm.
    No local chars for BA power.
    Cast Life Drain, discard Rapier for +d8
    Combat 8: 1d10 + 4 + 2d4 + 1d8 - 4 ⇒ (6) + 4 + (1, 3) + (6) - 4 = 16 Crab reroll.
    Combat 8: 1d10 + 4 + 2d4 + 1d8 - 4 ⇒ (10) + 4 + (1, 1) + (2) - 4 = 14 Defeated, closed.
    Heal: Appleslayer.

    Recharge Animalbane Dagger to examine Ghol-Gan 1: Fireblade

    Recover Life Drain.
    Draw up to 7.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +2
    Arcane +2

    Powers
    Hand Size 6 [X2] 7 ☐ 8
    You may discard ([X3] or recharge) a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a card that has the Arcane trait. (☐ You may shuffle it into your deck instead.)
    At the end ([X1] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
    ☐ When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
    ☐ When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

    Favored Card Type Spell
    Spell 5 [X1] 6 [X2] 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Repelling Pike +1, Aqueous Orb, Deathgrip, Good Omen, Blessing of Pharasma, Blessing of the Ancients, Blessing of the Elements
    Displayed: Pirate Shade Haunt
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-2D): Yes
    Notes: Cards with useful powers listed below.
    Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Checks
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    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.

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Checks
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Checks
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Monster 2
    Spoiler:
    Devilfish
    Monster 1

    Traits
    Aberration
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    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.

    Monster 3
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 4
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Monster 5
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Barrier 2
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    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.

    Barrier 3
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    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.

    Barrier 4
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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 not 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.

    Weapon 2
    Spoiler:
    Morningstar
    Weapon B

    Traits
    Mace
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 3
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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 not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Aqueous Orb
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Spell 3
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Call Weapon
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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 or burying it.

    Random Armors:
    Armor 1
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 2
    Spoiler:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and 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.

    Armor 3
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 5
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Item 2
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    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.

    Item 3
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    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, return the examined card to the top or bottom of your deck.

    Item 4
    Spoiler:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

    Powers
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

    Item 5
    Spoiler:
    Besmara's Bones
    Item 2

    Traits
    Tool
    Swashbuckling
    Besmara

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

    Random Allies:
    Ally 1
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to any combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Royster McCleagh
    Ally 2

    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 4
    Spoiler:
    Chanty Singer
    Ally B

    Traits
    Half-Elf
    Bard
    Elite

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to avoid being moved to a location.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 7 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 9 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 10 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 11 Seelah)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 12 Celeste)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 6 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 10 (Turn 17 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 15 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 22 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 23 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1 - Arron Ivy:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 2:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 3:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 4:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 5:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 6:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 7:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 8:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 9:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:3 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
    Located here: Mel, Seelah

    Ice Grotto Card 1:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Ice Grotto Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Ice Grotto Card 3:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Ice Grotto Card 4:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 5:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Ice Grotto Card 6:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Scar Bay Card 2:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Scar Bay Card 3:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Scar Bay Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Scar Bay Card 5:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Scar Bay Card 6:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Scar Bay Card 7:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 8:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

    Scar Bay Card 9:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Scar Bay Card 10:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Ramexes

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Celeste

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Ghol-Gan Ruins Card 1 - Fireblade:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Ghol-Gan Ruins Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Ghol-Gan Ruins Card 3:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Ghol-Gan Ruins Card 4:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 5:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 6:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 7:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 8:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 9:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 10:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Zelhara
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

    Mancatcher Cove Card 1 - Potion of Fortitude:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Mancatcher Cove Card 2:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Mancatcher Cove Card 3:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mancatcher Cove Card 4:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    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.

    Mancatcher Cove Card 5:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Mancatcher Cove Card 6:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Mancatcher Cove Card 7:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Mancatcher Cove Card 8:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Mancatcher Cove Card 9:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Mancatcher Cove Card 10:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    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.


  • The hour of Gozreh
    Move to Ghol-Gan Ruins

    Explore:

    Fireblade:
    Spell B
    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Divine 6+1=7: 1d10 + 2 ⇒ (4) + 2 = 6 banished
    Discard Master Gunner to explore:
    Heavy Crossbow:
    Weapon B
    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Auto-fail and banish.
    Discard Druid of the Flame to explore:
    Ghost:
    Monster B
    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Place Holy Light in recovery.
    Combat 12+1=13: 1d10 + 2 + 2d12 ⇒ (1) + 2 + (5, 9) = 17 defeated & banished
    Examine top 2 cards of location: Scurvy Zombie (Henchman Monster 2) and Zombie (Monster B)
    Henchman is immune to Fire so I will stop there.
    End turn, Holy Light recovery and reset hand.
    Divine 10+1=11: 1d10 + 2 ⇒ (8) + 2 = 10 discarded

    Ramexes wrote:

    Hand: Cure, Holy Javelin, Armor of the Sands, Binder's Tome, Chronicler, Blessing of Pharasma 2,

    Displayed: Pirate Shade Haunt,
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Ghol-Gan Ruins
    Hero Points (Available/Used): 3/3
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of Pharasma 1, Apprentice 1, Quarterstaff, Repelling Pike +1, Apprentice 2
    Recharged: Blessing of the Spellbound 1, Blessing of Abraxas,
    Discard Pile: Blessing of the Spellbound 2, Holy Light, Druid of the Flame,
    Buried Pile: Master Gunner (acquired),

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
    You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).

    Silver Crusade

    Mel can’t do much atm, so he’s going to head to Mancatcher Cove and explore. A otion of Fortitude!

    Int 4: 1d8 ⇒ 5

    Get it. Discard that and the Dreamcatcher in hopes of drawing an ally.

    Hand: Shield Cloak, Fiery Glare, Noble Brat, Acid Jet, Frigid Blast
    Deck: 10 Discard: 2 Buried: 1
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d4 [ ]+1
    DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
    .[ ]Perception:[/b] Intelligence +2
    WISDOM d4 [ ]+1 [ ]+2
    CHARISMA d12 [x]+1 [ ]+2 [ ]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([x] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([x] If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
    Favored card type: Ally


    deck handler

    Move to Mancatcher cave

    explore: Becalmed

    use botarchdevil
    Becalmed DC 8 wis: 2d10 + 2 ⇒ (7, 9) + 2 = 18 defeated

    discard ukobach to draw gambeson and explore: Scurvy Zombie

    use catoninetails, discard hungry ghost monk for d6 and heal random card if i defeat the henchman

    Scurvy Zombie DC 13 combat: 1d10 + 2 + 3d4 + 1d6 ⇒ (9) + 2 + (3, 3, 1) + (5) = 23 defeated, heal botarchdevil (hungry ghost monk)

    Attempt to close: Sea Devil

    Sea Devil:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Use CatONinetails
    Sea Devil DC 13 combat: 1d10 + 2 + 3d4 ⇒ (10) + 2 + (4, 1, 2) = 19 defeated

    Location closed
    use pearl of wisdom
    WPC DC 6 con: 1d10 ⇒ 9 no bury

    Display gambeson

    bury psychic detective to heal hungry ghost monk and ukobach

    EOT
    n/a

    RECOVERY
    n/a

    RESET

    Zelhara wrote:

    Hand: Cure, BoAsmodeus, BotArchdevils1, Heretic's Fork*, BotAncients, CatONineTails, BotArchdevils2,

    Displayed: Gambeson,
    Deck: 7 Discard: 0 Buried: 2 Shirt Reroll Available: Y Hero Points: 5
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d8 []+1 []+2 []+3
    Constitution d6 []+1 []+2
    Intelligence d6 []+1
    Wisdom d10 [X]+1 [X]+2 []+3 []+4
    Divine: Wis+1
    Perception: Wis+3
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Cha+2

    Favored Card: Weapon
    Hand size 5 [X]6 [X]7
    Proficient with: Weapon, Divine
    Powers:
    For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
    A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).

    "

    Card Descriptions:

    Hand descriptions:
    CatONineTails
    Spoiler:
    CatONineTails
    Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing
    Banish to heal a local character 1d4+1 cards.
    Recharge: Divine 8
    Heretic's Fork*
    Spoiler:
    Heretic's Fork*
    *actually Mysterious DIsk
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.
    BotArchdevils1
    Spoiler:
    BotArchdevils1
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
    BotArchdevils2
    Spoiler:
    BotArchdevils2
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
    BotAncients
    Spoiler:
    BotAncients
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    BoAsmodeus
    Spoiler:
    BoAsmodeus
    Traits: Divine, Asmodeus,
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Displayed descriptions:
    Gambeson
    Spoiler:
    Gambeson
    Traits: Light Armor, Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
    "

    TLDR
    mancatcher cove is closed


    Turn 10: Hour is Blessing of the Gods

    Reveal Surgeon to heal: Blessing of the Gods. Recharge Surgeon.

    Move to Ice Grotto

    Free exploration: Bloodbug
    Shock Musket +1
    Combat 9: 1d10 + 3 + 1d10 + 1 ⇒ (6) + 3 + (8) + 1 = 18
    Success
    Jam?: 1d12 ⇒ 6 No.
    Defeated

    Discard Blessing of the Gods to explore: Blessing of the Gods
    Acquired

    Discard Blessing of the Gods to explore: Illuminate
    Intelligence 6: 1d8 + 1 ⇒ (2) + 1 = 3
    Failed
    Banished

    Ending my turn.

    Lirianne wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d10+1
    -Ranged: Dexterity+2
    CONSTITUTION d6
    INTELLIGENCE d8+1
    -Craft: Intelligence+1
    WISDOM d8
    -Perception: Wisdom+2
    CHARISMA d6

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
    ☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
    ☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
    ☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

    Hand: Matchlock Hackbut, Shock Musket +1, Buckler Gun, Thieves' Tools, Blessing of Calistria, Blessing of the Gods
    Deck: 9 Discard: 3 Buried: 1 Displayed: 0
    Notes: Reroll: Not Used, HP:4/9


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Monster 2
    Spoiler:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Monster 3
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 4
    Spoiler:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Monster 5
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Barrier 2
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

    Powers
    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.

    Barrier 3
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Barrier 4
    Spoiler:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Barrier 5
    Spoiler:
    Man Overboard
    Barrier B

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cutlass
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    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.

    Weapon 3
    Spoiler:
    Dragon Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    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.

    Weapon 4
    Spoiler:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    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.

    Weapon 5
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 2
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 3
    Spoiler:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Dehydrating Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Spell 5
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 3
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and 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.

    Random Items:
    Item 1
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 2
    Spoiler:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Item 3
    Spoiler:
    Liquid Ice
    Item 2

    Traits
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Item 4
    Spoiler:
    Rum Bottle
    Item C

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    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.

    Item 5
    Spoiler:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Ally 2
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to any combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 4
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those 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.

    Ally 5
    Spoiler:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

    Powers
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Turn: 11 Seelah/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Sivanah

    Top Blessing:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Celeste)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 2 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 6 (Turn 17 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 11 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 15 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 18 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1 - Arron Ivy:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 2:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 3:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 4:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 5:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 6:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 7:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 8:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 9:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
    Located here: Lirianne, Seelah

    Ice Grotto Card 1:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 2:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Ice Grotto Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Scar Bay Card 2:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Scar Bay Card 3:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Scar Bay Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Scar Bay Card 5:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Scar Bay Card 6:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Scar Bay Card 7:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 8:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

    Scar Bay Card 9:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Scar Bay Card 10:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Celeste

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Ramexes

    Ghol-Gan Ruins Card 1 - Scurvy Zombie:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 2 - Zombie:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 3:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 4:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 7:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Mel, Zelhara


  • Seeing that the group has the chance to corner the undead villain, Seelah shrugs and heads over to Scar Bay.
    There she finds a swarm of crabbies.
    Combat 8: 1d10 + 4 + 1d8 + 1 ⇒ (8) + 4 + (4) + 1 = 17
    Combat 8 reroll: 1d10 + 4 + 1d8 + 1 ⇒ (6) + 4 + (1) + 1 = 12 Defeated.

    She continues exploring. BoArchdevils. A Merfolk bursts out of the water at her.
    Combat 8: 1d10 + 4 + 1d8 + 1 ⇒ (6) + 4 + (2) + 1 = 13 Defeated.

    She then heals herself.
    heals: 1d4 + 1 ⇒ (2) + 1 = 3

    Recharging my armor on the recovery check.
    recover: 1d8 + 1d6 ⇒ (1) + (4) = 5 Discarded.

    "

    Seelah the Vengeful wrote:

    Hand: Stone Skin, Splint Mail, Sinderbos, Warhammer +1, Blessing of the Archdevils,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 2/5
    Shirt reroll: NOT USED
    NOTES:
    Available Support: If I have any armors I'm happy to recharge them to add 1d6 to your local check.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +1
    Divine: Charisma +0
    Diplomacy: Charisma +2

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Divine Weapon
    POWERS:
    When you attempt a check before acting, you may use Divine instead of any listed skill.
    On a local check, you may discard an armor or the top card of your deck to add 1d4 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)

    "


    Hour: Blessing of Erastil

    Recharge Repelling Pike +1 to examine Scar Bay: Archer's Bracers

    Move to Scar Bay.

    Explore: Archer's Bracers
    Cast Good Omen
    Dex 7+1=8: 1d8 + 1d6 + 2 ⇒ (8) + (1) + 2 = 11 Acquired.

    Discard Blessing of the Ancients to explore: Harpoon Trap
    Seelah does a thing to give me a d6. Discard BotElements.
    Dex 9+1=10: 1d8 + 1d6 + 1d8 ⇒ (1) + (5) + (5) = 11 Defeated.

    Discard Appleslayer to move to Festhall, choose not to explore.

    Recharge Aqueous Orb to examine Scar Bay: Bilge Spider Swarm

    Recover Good Omen.
    Discard Archers Bracers
    Draw up to 7.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +2
    Arcane +2

    Powers
    Hand Size 6 [X2] 7 ☐ 8
    You may discard ([X3] or recharge) a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a card that has the Arcane trait. (☐ You may shuffle it into your deck instead.)
    At the end ([X1] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
    ☐ When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
    ☐ When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

    Favored Card Type Spell
    Spell 5 [X1] 6 [X2] 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Deathgrip, Force Missile, Bestiary of Garund, Sage's Journal, Rodrick, Zae, Blessing of the Gods
    Displayed: Good Omen, Pirate Shade Haunt
    Deck: 7 Discard: 6 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-2D): Yes
    Notes: Cards with useful powers listed below.
    Force Missile:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Checks
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Sage's Journal:
    Sage's Journal
    Item 0

    Traits
    Book

    Checks
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Checks
    None

    Powers
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may treat this card as if it has the same powers as the top card of the blessings discard pile.


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 2
    Spoiler:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Monster 3
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

    Monster 4
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Monster 5
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Random Barriers:
    Barrier 1
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

    Powers
    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.

    Barrier 2
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Barrier 3
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    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.

    Barrier 4
    Spoiler:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 3
    Spoiler:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 4
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Weapon 5
    Spoiler:
    Zul
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 3
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 5
    Spoiler:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 2
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 4
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Liquid Ice
    Item 2

    Traits
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Item 2
    Spoiler:
    Wand of Flame
    Item 2

    Traits
    Wand
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

    Item 3
    Spoiler:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Item 4
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    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.

    Item 5
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

    Powers
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

    Random Allies:
    Ally 1
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

    Powers
    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.

    Ally 2
    Spoiler:
    Lookout
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 3
    Spoiler:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

    Powers
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

    Ally 4
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to any combat check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 13 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Besmara

    Top Blessing:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 4 (Turn 17 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 16 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 17 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1 - Arron Ivy:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 2:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 3:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 4:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 5:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 6:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 7:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 8:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 9:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
    Located here: Lirianne,

    Ice Grotto Card 1:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 2:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Ice Grotto Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Seelah

    Scar Bay Card 1 - Bilge Spider Swarm:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Scar Bay Card 2:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Scar Bay Card 3:
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 4:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

    Scar Bay Card 5:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Scar Bay Card 6:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Ramexes

    Ghol-Gan Ruins Card 1 - Scurvy Zombie:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 2 - Zombie:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 3:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 4:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 7:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Mel, Zelhara


  • Recharged my armor for the 1d6.


    The hour of Besmara
    Move to Scar Bay

    Explore:

    Bilge Spider Swarm:
    Monster B
    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    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.

    Place Holy Javelin in recovery
    Combat 6+4+1=11 (15): 1d10 + 2 + 2d12 ⇒ (2) + 2 + (4, 9) = 17 Paizo re-roll the d10
    Combat 6+4+1=11 (15): 1d10 + 2 + 4 + 9 ⇒ (9) + 2 + 4 + 9 = 24 defeated & banished
    Examine top 2 cards of deck: Ambush (Barrier B) and Pirate Shade Haunt (Henchman Monster B)
    Discard Chronicler to explore:
    Ambush:
    Barrier B
    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Auto-fail check to defeat. Examine location until a monster is found, then encounter:
    Pirate Shade Haunt:
    Henchman Monster B
    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Display next to Ramexes.
    Location close attempt: Reveal Binder's Tome, discard BoPharasma
    Divine 8+2=10: 2d10 + 2 + 1d4 ⇒ (3, 9) + 2 + (1) = 15
    Location closed. Examine location for monsters (1 remaining) and recharge Armor of the Sands to reduce Combat damage by 2 to 0.

    Place Cure in recovery to heal: 1d4 + 1 ⇒ (4) + 1 = 5 cards (BotSpellbound, Holy Light, Druid of the Flame, Chronicler & BoPharasma).
    End turn and attempt Holy Javelin & Cure recovery, revealing Binder's Tome.
    Holy Javelin - Divine 10+2=12: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 discarded
    Cure - Divine 8+2=10: 1d10 + 2 + 1d4 ⇒ (10) + 2 + (4) = 16 recharged
    Reset hand.

    Ramexes wrote:

    Hand: Quarterstaff, Armor of the Sands, Binder's Tome, Chronicler, Blessing of Pharasma 1, Blessing of Pharasma 2,

    Displayed: Pirate Shade Haunt, Pirate Shade Haunt 2,
    Deck: 10 Discard: 1 Buried: 1
    Current Location: Scar Bay
    Hero Points (Available/Used): 3/3
    NOTES:
    Available Support: Blessings available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Apprentice 2, Blessing of Abraxas, Druid of the Flame, Blessing of the Spellbound 1, Repelling Pike +1, Fire Snake, Apprentice 1, Blessing of the Spellbound 2
    Recharged: Cure,
    Discard Pile: Holy Javelin,
    Buried Pile: Master Gunner (acquired),

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
    You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).

    Silver Crusade

    Mel heads to the Ice Grotto and explores. Bull Shark. I can’t succeed at a Con 9, so

    Damage: 1d4 ⇒ 4

    Recharge Shield Cloak. Discard. Acid Jet. Fiery Glare.

    Combat 13: 1d12 + 3d4 + 5 ⇒ (8) + (2, 3, 3) + 5 = 21

    Dead Shark. I draw it. I want to hang onto my last combat spell, so I’ll be done.

    Arcane 7: 1d12 + 2 ⇒ (3) + 2 = 5

    Hand: Bull Shark, Vexing Daredevil, Noble Brat, Idorii, Frigid Blast
    Deck: 9 Discard: 4 Buried: 1
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d4 [ ]+1
    DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
    .[ ]Perception:[/b] Intelligence +2
    WISDOM d4 [ ]+1 [ ]+2
    CHARISMA d12 [x]+1 [ ]+2 [ ]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([x] If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
    Favored card type: Ally


    deck handler

    Zelhara moves to Ice Grotto and explores

    Shackles Sorcerer:

    Monster C
    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.


    BYA discard botancients
    use CatOninetails
    Shackles Sorcerer DC 10 combat: 1d10 + 3 + 3d4 ⇒ (2) + 3 + (3, 4, 3) = 15 defeated
    AYA ship reduces structural damage to 0

    recharge botarchdevil2 to explore

    Chain Shirt:

    Armor B
    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.


    Chain Shirt DC 4 con: 1d6 ⇒ 6 acquired

    Attempt to close...display Pirate Shade Haunt
    "

    Pirate Shade Haunt :
    Pirate Shade Haunt
    Henchman Monster B

    Traits
    Undead
    Pirate

    Check
    None

    Powers
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    "

    When Perm Close, Lirianne, Mel, and Zelhara take 1 cold damage
    Zelhara buries chain shirt to reduce hers to 0.

    EOT
    n/a

    RECOVERY
    n/a

    RESET

    Zelhara wrote:

    Hand: Cure, BoAsmodeus, BotArchdevils1, Heretic's Fork*, Black Dagger Chemist, CatONineTails, Hungry Ghost Monk,

    Displayed: Gambeson,
    Deck: 6 Discard: 1 Buried: 3 Shirt Reroll Available: Y Hero Points: 5
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d8 []+1 []+2 []+3
    Constitution d6 []+1 []+2
    Intelligence d6 []+1
    Wisdom d10 [X]+1 [X]+2 []+3 []+4
    Divine: Wis+1
    Perception: Wis+3
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Cha+2

    Favored Card: Weapon
    Hand size 5 [X]6 [X]7
    Proficient with: Weapon, Divine
    Powers:
    For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
    A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).

    "

    Card Descriptions:

    Hand descriptions:
    CatONineTails
    Spoiler:
    CatONineTails
    Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing
    Banish to heal a local character 1d4+1 cards.
    Recharge: Divine 8
    Heretic's Fork*
    Spoiler:
    Heretic's Fork*
    *actually Mysterious DIsk
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.
    Black Dagger Chemist
    Spoiler:
    Black Dagger Chemist
    Traits: Pitborn, Devil, Alchemist
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.

    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Hungry Ghost Monk
    Spoiler:
    Hungry Ghost Monk
    Traits: Human, Monk
    Powers: On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.
    BotArchdevils1
    Spoiler:
    BotArchdevils1
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
    BoAsmodeus
    Spoiler:
    BoAsmodeus
    Traits: Divine, Asmodeus,
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Displayed descriptions:
    Gambeson
    Spoiler:
    Gambeson
    Traits: Light Armor, Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
    "


    Discard Matchlock Hackbut as cold damage.

    Turn 16: The hour is Blessing of Erastil

    Move to Festhall.

    Lirianne spends some time polishing her gun.

    Ending my turn.

    Lirianne wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d10+1
    -Ranged: Dexterity+2
    CONSTITUTION d6
    INTELLIGENCE d8+1
    -Craft: Intelligence+1
    WISDOM d8
    -Perception: Wisdom+2
    CHARISMA d6

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
    ☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
    ☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
    ☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

    Hand: Shock Musket +1, Buckler Gun, Poisoned Bullets, Thieves' Tools, Blessing of Calistria, Blessing of the Gods
    Deck: 8 Discard: 4 Buried: 1 Displayed: 0
    Notes: Reroll: Not Used, HP:4/9

    I'll display Poisoned Bullets on Seelah's turn.


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

    Powers
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Monster 2
    Spoiler:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Monster 3
    Spoiler:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Monster 4
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 5
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Random Barriers:
    Barrier 1
    Spoiler:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Barrier 2
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.

    Barrier 3
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    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.

    Barrier 4
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Random Weapons:
    Weapon 1
    Spoiler:
    Morningstar
    Weapon B

    Traits
    Mace
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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 not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Fire Lance
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite

    Check
    Dexterity
    Ranged
    Craft
    5

    Powers
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Weapon 4
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Sphere of Fire
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Spell 3
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 4
    Spoiler:
    Hydraulic Push
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Aqueous Orb
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Armor
    Armor C

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 4
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 5
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Item 2
    Spoiler:
    Wand of Flame
    Item 2

    Traits
    Wand
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

    Item 3
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Item 4
    Spoiler:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 5
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Random Allies:
    Ally 1
    Spoiler:
    Quartermaster
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 2
    Spoiler:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 3
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 4
    Spoiler:
    Deckhand
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 5
    Spoiler:
    Dolphin
    Ally B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 17 Seelah/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 19 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 5 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 12 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1 - Arron Ivy:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Festhall Card 2:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 3:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 4:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 5:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 6:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 7:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 8:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 9:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Mel, Zelhara

    Scar Bay
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Seelah, Ramexes

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Ghol-Gan Ruins Card 1 - Scurvy Zombie:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins Card 2 - Zombie:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Ghol-Gan Ruins Card 3:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 4:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    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.

    Ghol-Gan Ruins Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Ghol-Gan Ruins Card 7:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Seelah heads to Ghol-Gan and explores to find a Scurrrrvy Zombie!
    Combat 13: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (7) + 4 + (2) + 1 + (3) = 17 Defeated.

    Strength 5+2=7: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (2) = 14 Ghol-Gan closed.

    "

    Seelah the Vengeful wrote:

    Hand: Stone Skin, Shortbow, Sinderbos, Warhammer +1, Blessing of the Gods,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 2/5
    Shirt reroll: NOT USED
    NOTES:
    Available Support: If I have any armors I'm happy to recharge them to add 1d6 to your local check.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +1
    Divine: Charisma +0
    Diplomacy: Charisma +2

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Divine Weapon
    POWERS:
    When you attempt a check before acting, you may use Divine instead of any listed skill.
    On a local check, you may discard an armor or the top card of your deck to add 1d4 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)

    "


    Hour: Gods.

    Reveal Zae to recharge Appleslayer.

    Discard Bestiary of Garund, Force Missile, Zae.

    Draw up to 7.

    Next turn:
    Augury for Monsters:
    Arron Ivy
    Shock Musket +1
    Jalhazar's Curse
    Villain to the bottom, shuffle the rest.

    Recover Augury.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +2
    Arcane +2

    Powers
    Hand Size 6 [X2] 7 ☐ 8
    You may discard ([X3] or recharge) a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a card that has the Arcane trait. (☐ You may shuffle it into your deck instead.)
    At the end ([X1] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
    ☐ When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
    ☐ When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

    Favored Card Type Spell
    Spell 5 [X1] 6 [X2] 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Deathgrip, Scorching Ray, Sage's Journal, Rodrick, Blessing of Pharasma, Blessing of the Gods
    Displayed: Pirate Shade Haunt
    Deck: 7 Discard: 8 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-2D): Yes
    Notes: Cards with useful powers listed below.
    Sage's Journal:
    Sage's Journal
    Item 0

    Traits
    Book

    Checks
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    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.

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Checks
    None

    Powers
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may treat this card as if it has the same powers as the top card of the blessings discard pile.


    During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: 2-D Jalhazar‘s Grave
    STORY BANES:

  • Villain: Arron Ivy
  • Henchmen: Jalhazar's Curse, Scurvy Zombie, Pirate Shade Haunt, Scurvy Zombie, Pirate Shade Haunt
    Scurvy Zombie, Pirate Shade Haunt

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • All monsters gain the Undead trait and are immune to the Mental and Poison traits.
  • The henchman Pirate Shade Haunt gains the Curse trait.
  • When you would banish a card that has the Curse trait not for its power, shuffle it into a random open location instead.

    SIDEQUEST:

  • A character corners and defeats Arron Ivy while Jalhazar‘s Curse is displayed next to their character card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Monster 2
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

    Monster 3
    Spoiler:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Monster 4
    Spoiler:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    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.

    Monster 5
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Barrier 2
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Barrier 3
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    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.

    Barrier 4
    Spoiler:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Barrier 5
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Pepperbox
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    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.

    Weapon 2
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Weapon 3
    Spoiler:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    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.

    Weapon 4
    Spoiler:
    Cutlass +1
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Sphere of Fire
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Spell 2
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 3
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 5
    Spoiler:
    Aqueous Orb
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 3
    Spoiler:
    Wooden Armor
    Armor C

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 4
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 5
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 2
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Item 3
    Spoiler:
    Potion of Lucubration
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Craft check.

    Item 4
    Spoiler:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 5
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Rosie Cusswell
    Ally 1

    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ally 4
    Spoiler:
    Cabin Boy
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    4

    Powers
    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.

    Ally 5
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Turn: 19 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 21 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 23 Seelah)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 24 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 25 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessings Deck Card 10 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 11 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Festhall Card 1:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Festhall Card 2:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Festhall Card 3:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Festhall Card 4:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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.

    Festhall Card 5:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Festhall Card 6:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Festhall Card 7:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Festhall Card 8:
    Jalhazar's Curse
    Henchman Barrier 3

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    12

    Powers
    If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

    Festhall Card 9 - Arron Ivy:
    Arron Ivy
    Villain Monster 1

    Traits
    Undead
    Ghast

    Check
    Combat
    11
    THEN
    Combat
    13

    Powers
    Arron Ivy is immune to the Mental and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
    If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Mel, Zelhara

    Scar Bay
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Ramexes

    Cannibal Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ghol-Gan Ruins
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Seelah,

    Shrine to Besmara
    At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Hour of the Gods
    Move to Festhall.

    Explore:

    Potion of Healing:
    Item B
    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Intelligence 5+2=7: 1d6 ⇒ 4 failed, banished

    Discard Blessing of Pharasma to explore:

    Carver:
    Ally B
    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Reveal Binder's Tome.
    Diplomacy 6+2=8: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 acquired

    Discard Carver to explore:

    Canopy Creeper:
    Monster 2
    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Auto-fail BYA Wisdom/Perception 10. Difficulty increased by 3.
    Reveal Quarterstaff, recharge Armor of the Sands to add 1d8 and Fire, Request that Celeste bury Sage's Journal to add her Knowledge skill (1d8+2), location adds 1d4 for Swashbuckling trait (Carver)
    Combat 12+3+2=17: 2d8 + 4 + 1d6 + 1d8 + 2 + 1d4 ⇒ (5, 1) + 4 + (4) + (6) + 2 + (2) = 24 defeated & banished
    Examine top 2 cards of location: Shock Musket +1 (Weapon 1) and Blessing of Pharasma (Blessing C)

    Bury Carver to explore:

    Shock Musket +1:
    Weapon 1
    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    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+2=13: 1d6 ⇒ 2 failed and banished

    Discard Chronicler to explore:

    Blessing of Pharasma:
    Blessing C
    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Reveal Binder's Tome for 1d4
    Divine 5+2=7: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (3) = 12 acquired

    Discard Pharasma to explore:

    Morningstar +1:
    Weapon 2
    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Discard
    Melee 8+2=10: 2d8 + 4 ⇒ (8, 3) + 4 = 15 acquired

    End turn and reset hand, discarding Quarterstaff.

    Ramexes wrote:

    Hand: Repelling Pike +1, Fire Snake, Binder's Tome, Druid of the Flame, Blessing of the Spellbound 1, Morningstar +1 (acquired),

    Displayed: Pirate Shade Haunt, Pirate Shade Haunt 2,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Festhall
    Hero Points (Available/Used): 3/3
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Apprentice 1, Apprentice 2, Blessing of Abraxas, Holy Light
    Recharged: Cure, Armor of the Sands,
    Discard Pile: Holy Javelin, Blessing of Pharasma 1, Chronicler, Blessing of Pharasma (acquired), Blessing of Pharasma 2, Quarterstaff,
    Buried Pile: Master Gunner (acquired), Carver (acquired),

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
    You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).

    Silver Crusade

    Mel explores! Crimson Cog.

    Diplomacy 7: 1d12 + 1d4 + 7 ⇒ (5) + (2) + 7 = 14

    Discard him to go again. Jalhazar’s Curse. I can easily fail that. Idorii to go again.

    Stealing a blessing on the BYA to make it possible.

    Con 8: 2d6 - 2 ⇒ (4, 5) - 2 = 7

    So close. Using Celeste’s Pharasma.

    Combat 14: 3d12 + 5d4 - 4 ⇒ (9, 9, 7) + (2, 3, 4, 4, 1) - 4 = 35


    Shock Musket +1, Blessing of the Gods, Seelah's Shortbow (assuming 1d4)
    Combat 13+3=16: 1d10 + 3 + 1d10 + 1 + 2d8 + 1d10 + 1d4 ⇒ (9) + 3 + (2) + 1 + (7, 5) + (9) + (4) = 40
    Success


    DEVELOPMENT:
    You stumbled upon the hideout and grave of Jalhazar, a legendary pirate captain and, according to Hiro, the last known owner of one of the magatama. Apparently, he was killed during a mutiny and cursed his crew to never leave this place, resulting in all the undead you forcefully put to rest.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: Ring of Rat Fangs
  • Each character chooses a type of boon other than loot and draws a random boon of that type.

    SIDEQUEST REWARD:

  • Loot: Jalhazar's Wheel
    Ring of Rat Fangs:
    Ring of Rat Fangs
    Item 4

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    10

    Powers
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

    Jalhazar's Wheel:
    Jalhazar's Wheel
    Loot Item 3

    Traits
    Object
    Magic

    Check

    Powers
    Reveal this card to add 1d8 to your check to defeat a barrier that has the Trask trait.
    At the end of your turn, if your ship is not wrecked, recharge this card to move.

    ACQUIRED CARDS:
    Type Adv_Deck_Num Card
    Weapon 1 Animalbane Dagger +1
    Weapon 2 Morningstar +1
    Weapon B Rapier
    Weapon 1 Repelling Pike +1
    Weapon B Shortbow
    Weapon B Pistol (Plunder)
    Spell 2 Dehydrating Touch (Plunder)
    Spell B Frostbite (Plunder)
    Spell B Phantasmal Minion
    Armor B Buckler
    Item 1 Archer's Bracers
    Item B Potion of Fortitude
    Ally B Carver
    Ally 1 Crimson Cogward
    Ally B Master Gunner
    Blessing C Blessing of Pharasma
    Blessing B Blessing of the Gods


  • UPDATED LIST:
    Weapon 1 Animalbane Dagger +1
    Weapon B Cutlass
    Weapon B Cutlass
    Weapon 2 Dagger Pistol +1
    Weapon B Dragon Pistol
    Weapon 1 Falcata +1
    Weapon 2 Morningstar +1
    Weapon B Pistol
    Weapon B Rapier
    Weapon 1 Repelling Pike +1
    Weapon B Shortbow
    Spell 2 Dehydrating Touch
    Spell B Frostbite
    Spell B Phantasmal Minion
    Armor B Buckler
    Item 1 Archer's Bracers
    Item B Potion of Fortitude
    Ally B Carver
    Ally 1 Crimson Cogward
    Ally B Master Gunner
    Blessing C Blessing of Pharasma
    Blessing B Blessing of Sivanah
    Blessing B Blessing of the Gods


    Hero point saved.
    No upgrades.

    Silver Crusade

    Upgrade spell 2.
    Spell card feat.


    Loot cards would replace Binder's Tome so Ramexes will pass.
    Hero Point saved (3 used, 3 remaining).
    Weapon 1 deck upgrade - Djinni Quarterstaff in for Quarterstaff.


    Weapon 2: Dragon Pistol +1 replaces Dragon Pistol
    Save the hero point.

    Lirianne wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d10+1
    -Ranged: Dexterity+2
    CONSTITUTION d6
    INTELLIGENCE d8+1
    -Craft: Intelligence+1
    WISDOM d8
    -Perception: Wisdom+2
    CHARISMA d6

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
    ☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
    ☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
    ☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

    Cards: Dragon Pistol +1, Matchlock Hackbut, Pepperbox, Pistol +1, Shock Musket +1, Buckler Gun, Poisoned Bullets, Spyglass, Thieves' Tools, Master Gunner, Quartermaster, Surgeon, Blessing of Alkenstar, Blessing of Calistria, Blessing of the Gods, Blessing of the Gods, Blessing of the Gods
    Notes: Reroll: Not Used, HP:5/10


    deck handler

    Weapon 2 - replacing Rapier with Menacing Backsword thanks all for the extra weapon pulls

    save hero point. 0 used, 6 remain.


    No deck upgrade.

    Card feat Spell. Will put in Channel Corruption.


    2-E: A Monk of Ice and Fire
    With the undead taken care of, you are able to explore the ruins beyond Jalhazar‘s hideout in search for the magatama. Spreading out to save time, you‘re suddenly caught off-guard by the sight of a familiar face – Elizmara, the pirate captain you encountered earlier at the port, has followed you here, and in her company is a Tian woman armed with a quarterstaff! As you draw your weapons, you can hear the remaining troops shouting from afar – they‘ve brought Oni!

    LOCATIONS:
    1-Ghol-Gan Ruins
    1-Ice Grotto
    1-Shrine of Sealing
    2-Scar Bay
    3-Shrine to Besmara
    4-Cannibal Isle
    5-Sea Caves
    6-Mancatcher Cove

    STORY BANES:

  • Villain: Elizmara the Brazen, Yasuko the Righteous
  • Henchmen: Ice Yais

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts (anchored at Ice Grotto)
  • After building location decks, display Noriko Yamashi next to a random location other than Shrine of Sealing.
  • Characters may not start at the Shrine of Sealing. If you did not clear sidequest 2-D, after setting up, display a Pirate Shade Haunt henchmen next to each character card.
  • While you are at Shrine of Sealing, all damage dealt to you by non-henchman, non-villain monsters is Cold damage.
  • When your check to defeat a henchman or villain has the Attack or Swashbuckling trait, put a marker on Shrine of Sealing.


  • During This Adventure: Adventure 2: Jalhazar‘s Grotto

    New Rules: Facilities and the Upgrade Box:
    In this AP, you are travelling through the Shackles on the Shirofune, a fortified Tian ship. Since it acts as your base, it houses a number of ship facilities that are able to help you in improving your deck by giving you a new way to acquire cards, and for this we need the Upgrade Box:

    UPGRADE BOX:
    Before starting Emerald Legacy, you must first define the Upgrade Box. There are two options:
    - Choose up to 3 class decks or
    - Choose a base set and all of its expansions according to one AP
    At any point during the game, the Upgrade Box contains of all cards from the option you choose whose adventure deck number is at most the adventure deck number of the current scenario. If you don‘t own any additional products, the Upgrade Box coincides with your SnS box.

    In the setting of the AP, the Upgrade Box represents what kind of resources the ship facilities can provide for you, and your choice corresponds to who was hired for working in the facilities. To make your life easier, here are a couple of suggestions, as well as a thematic recommendation:
    Tian Xia (recommended) - 3 out of: Monk CD, Pathfinder Tales CD, Ultimate Combat CD, Ultimate Equipment CD
    Osirion - Mummy's Mask AP
    Cheliax - Hell's Vengeance CD1, Hells Vengeance CD2, Inquisitor CD
    Licktoads - Goblins Burn CD, Goblins Fight CD, 1 out of: Alchemist CD, Barbarian CD, Gunslinger CD
    Greenfaith - 3 out of: Druid CD, Hunter CD, Ranger CD, Ultimate Wilderness CD
    Conspirators Occult - Adventures CD1, Occult Adventures CD2, Ultimate Intrigue CD

    In order to access the upgrade box during the game, you first need to unlock the Ship Facilities at the end of scenario 0-B; afterwards, each character may visit one ship facility after each scenario and the card itself contains all the necessary rules. (Note: We will be using the recommended Tian Xia set, with Monk, Pathfinder Takes, and one of the two Ult decks TBD. This will also likely be tweaked to work BEFORE scenarios and swap cards in like MM traders.)

    BOONS COVERED BY FACILITIES:
    In order to save space, the Ship Facilities refers to boons that are covered by facilities. A boon is covered by a facility if there is at least one skill that is listed on both its check to acquire and beneath the facility.

    New Rules: New Feats:
    In this AP, you are travelling on a gigantic ship called the Shirofune, which is among the most advanced ships on Golarion, and can be considered as a seaborne fortress that is constantly improved by its crew. To reflect this within the game, the Shirofune is designed to be similar to an actual character, which means it will improve with feats along with your party! In the following, we take a look at those feats:

    FACILITY FEATS:
    When you are told that the Shirofune gains a facility feat, use the Ship Facilities card.

    These are the analogue to skill feats and will improve your access to the Upgrade Box as explained on the previous page.

    CARGO FEATS:
    When you are told that the Shirofune gains a cargo feat, use the Cargo card.

    These are the analogue to card feats and allow you to start the game with multiple plunder cards stashed below your ship after you unlock the Cargo card in 0-C. Take note that the power of the Cargo Table overrides the SnS rulebook; instead of stashing one additional random plunder card below your ship as the rulebook suggests, you only start with the number of plunder cards as given by the Cargo Table.

    POWER FEATS (ORDER OF THE RAGING WAVE):
    When you are told that the Order of the Raging Wave gains a power feat, use the role card of the same name; this works as for any other role card, and the same limitations apply.

    The Order of the Raging wave are seafaring monks that Hiro hired for his expedition, and you can summon them through your ship to cover your party‘s weaknesses; however, they want their share of the loot!

    POWER FEATS (VILLAINS):
    When you are told that a villain gains a power feat, check one of the boxes in that villains powers section. While encountering such a villain, all of its checked boxes apply, and none of the unchecked boxes apply.

    In this AP, you will be facing the party of Masao as rivals; they are his champions just as you play the part of being Hiro‘s champions. Throughout the AP, these rivals will grow in strength just like your party does and they will unlock additional powers based on your story progression.

    New Rules: Sidequests:
    SIDEQUESTS:
    Some scenarios have a Sidequest box comprised of a description, condition and reward. When you win a scenario while the condition of its sidequest is fulfilled, add the listed sidequest reward to the scenario rewards and mark the sidequest as completed on the sidequest table.

    The last new mechanic of this AP are sidequests in certain scenarios. Trying to complete them will usually increase the scenario‘s difficulty, but will also give you additional rewards. While they are completely optional, you should be aware that they will influence your relationship with your rivals and will ultimately decide which ending you will get. However, the endings are complementary and neither is strictly better than the other, so don‘t feel pressured into completing sidequests if you stop having fun while doing so!


  • Loot || Ships || Story Banes || Order of the Raging Waves || Ship Facilities/Cargo
  • You may never seize ships.
  • Ship - Yamashi Scouts:
    -Reduce Structual damage dealt to this ship by half the scenario's adventure deck number, rounded down.
    -When you encounter a non-villain card, you may banish a random plunder card from under your ship to summon and use 'Order of the Raging Wave' as your role card until the end of the encounter; if you already have a role card, it is replaced until the end of the encounter instead. At the end of the encounter, banish the summoned role card.
    -You never count as being on this ship.

    During This Scenario: ]2-E: A Monk of Ice and Fire
    STORY BANES:

  • Villain: Elizmara the Brazen, Yasuko the Righteous
  • Henchmen: Ice Yais

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts (anchored at Ice Grotto)
  • After building location decks, display Noriko Yamashi next to a random location other than Shrine of Sealing.
  • Characters may not start at the Shrine of Sealing. If you did not clear sidequest 2-D, after setting up, display a Pirate Shade Haunt henchmen next to each character card.
  • While you are at Shrine of Sealing, all damage dealt to you by non-henchman, non-villain monsters is Cold damage.
  • When your check to defeat a henchman or villain has the Attack or Swashbuckling trait, put a marker on Shrine of Sealing.
    Noriko Yamashi:
    Noriko Yamashi
    Cohort B

    Traits
    Human
    Conjurer
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Noriko Yamashi next to a random open location.
    While displayed at your location, you may add 1 plus half the scenario's adventure deck number, rounded down, to your check that invokes the Outsider trait.
    While displayed at your location, you may recharge a card to add 1d6 to your check to your Arcane, Divine, or Knowledge non-combat check.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Monster 2
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 3
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Monster 4
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Monster 5
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Barrier 2
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Barrier 3
    Spoiler:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Barrier 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately 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.

    Barrier 5
    Spoiler:
    Man Overboard
    Barrier B

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Morningstar +1
    Weapon 2

    Traits
    Mace
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 2
    Spoiler:
    Harpoon
    Weapon C

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 3
    Spoiler:
    Dragon Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    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.

    Weapon 4
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    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.

    Weapon 5
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Spell 3
    Spoiler:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Hydraulic Push
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Aqueous Orb
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, 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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 4
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 5
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Item 2
    Spoiler:
    Powder Horn
    Item C

    Traits
    Tool
    Alchemical
    Basic

    Check
    Ranged
    Intelligence
    Craft
    6

    Powers
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 4
    Spoiler:
    Old Salt's Bandana
    Item B

    Traits
    Accessory
    Swashbuckling
    Elite

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add the Swashbuckling trait to your check.

    Item 5
    Spoiler:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Joseph 'Jack' Scrimshaw
    Ally C

    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ally 3
    Spoiler:
    Master-at-Arms
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 4
    Spoiler:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Ally 5
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those 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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Turn: 1 Zelhara/Redeux

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Lirianne)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 3 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 4 Celeste)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 5 Ramexes)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 5 (Turn 6 Meligaster)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 7 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 8 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 9 Seelah)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 9 (Turn 10 Celeste)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 11 Ramexes)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 12 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 13 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 14 Lirianne)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 15 Seelah)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 16 Celeste)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 17 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 17 (Turn 18 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 18 (Turn 19 Zelhara)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 20 (Turn 21 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 21 (Turn 22 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 22 (Turn 23 Ramexes)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 23 (Turn 24 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 24 (Turn 25 Zelhara)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 26 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 26 (Turn 27 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 27 (Turn 28 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 28 (Turn 29 Ramexes)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 29 (Turn 30 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Ghol-Gan Ruins Card 1:
    Elizmara the Brazen
    Villain Monster B

    Traits
    Half-Elf
    Pirate
    Captain
    Veteran

    Check
    Combat
    14
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat Elizmara the Brazen is increased by the scenario's adventure deck number.
    Before you act, if you are on a ship, summon and encounter the ship Wormwood; if undefeated, Elizmara the Brazen is undefeated.
    [X] Elizmara the Brazen is immune to the Swashbucking trait.
    [ ] After you act, your ship is dealt an amount of structural damage equal to the scenario's adventure deck number.
    [ ] If defeated by a non-combat check, banish 2 random plunder cards from under your ship or Elizmara the Brazen is undefeated.

    Ghol-Gan Ruins Card 2:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Ghol-Gan Ruins Card 3:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Ghol-Gan Ruins Card 4:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Ghol-Gan Ruins Card 5:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Ghol-Gan Ruins Card 6:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

    Powers
    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.

    Ghol-Gan Ruins Card 7:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Ghol-Gan Ruins Card 8:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ghol-Gan Ruins Card 9:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

    Powers
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Ghol-Gan Ruins Card 10:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    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.

    Ice Grotto
    At This Location: Add 1 die to your check that has the Cold trait.
    All damage dealt by banes that have the Undead trait is Cold damage.
    When Closing: Summon and encounter the henchman Pirate Shade Haunt.
    When Permanently Closed: On closing, each character at this location is dealt 1 Cold damage.
    M:3 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:1 ?:1

    Ice Grotto Card 1:
    Musket
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    Craft
    7

    Powers
    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.

    Ice Grotto Card 2:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Ice Grotto Card 3:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Ice Grotto Card 4:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    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.

    Ice Grotto Card 5:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Ice Grotto Card 6:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    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.

    Ice Grotto Card 7:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Ice Grotto Card 8:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Ice Grotto Card 9:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    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.

    Ice Grotto Card 10:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Shrine of Sealing (EL)
    At This Location: The difficulty of your checks is increased by the number of markers on this location.
    While there are open locations other than Shrine of Sealing, you may not move to this location.
    When Closing: Banish a blessing.
    When Permanently Closed: The difficulty of your checks is increased by the number of markers on this location.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Shrine of Sealing (EL) Card 1:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Shrine of Sealing (EL) Card 2:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 3:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

    Powers
    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.

    Shrine of Sealing (EL) Card 4:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Shrine of Sealing (EL) Card 5:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Shrine of Sealing (EL) Card 6:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Shrine of Sealing (EL) Card 7:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Shrine of Sealing (EL) Card 8:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Shrine of Sealing (EL) Card 9:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

    Powers
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    Shrine of Sealing (EL) Card 10:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to any combat check.
    Discard this card to explore your location.

    Scar Bay Card 2:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    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.

    Scar Bay Card 3:
    Devilfish
    Monster 1

    Traits
    Aberration
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    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.

    Scar Bay Card 4:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    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.

    Scar Bay Card 5:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 6:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Scar Bay Card 7:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Scar Bay Card 8:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Scar Bay Card 9:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Scar Bay Card 10:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Shrine to Besmara
    At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
    When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
    When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
    M:2 Ba:0 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:3 ?:1

    Shrine to Besmara Card 1:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Shrine to Besmara Card 2:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine to Besmara Card 3:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Shrine to Besmara Card 4:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Shrine to Besmara Card 5:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
    After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

    Shrine to Besmara Card 6:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Shrine to Besmara Card 7:
    Dolphin
    Ally B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Shrine to Besmara Card 8:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shrine to Besmara Card 9:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shrine to Besmara Card 10:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    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
    Notes: Noriko Yamashi displayed

    Cannibal Isle Card 1:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Cannibal Isle Card 2:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other character at your location must summon and encounter the Crab Swarm.
    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.

    Cannibal Isle Card 3:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Cannibal Isle Card 4:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Cannibal Isle Card 5:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current 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 6:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

    Cannibal Isle Card 7:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    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.

    Cannibal Isle Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Cannibal Isle Card 9:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Cannibal Isle Card 10:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

    Powers
    If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

    Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

    Sea Caves Card 1:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Sea Caves Card 2:
    Cabin Boy
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    4

    Powers
    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.

    Sea Caves Card 3:
    Ice Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Cold
    Veteran

    Check
    Combat 9
    9
    THEN
    Combat
    9

    Powers
    The difficult of checks to defeat Ice Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Cold trait.
    If none of your checks to defeat have the Fire trait, after you act, you are dealt 1d4 Cold damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Sea Caves Card 4:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    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.

    Sea Caves Card 5:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    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.

    Sea Caves Card 6:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Sea Caves Card 7:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Sea Caves Card 8:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Sea Caves Card 9:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Sea Caves Card 10:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

    Mancatcher Cove Card 1:
    Repelling Pike +1
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Mancatcher Cove Card 2:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Mancatcher Cove Card 3:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Mancatcher Cove Card 4:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Elizmara the Brazen is increased by twice the scenario's adventure deck number.
    Before you act, you are dealt an amount of Fire damage equal to the number of spells in your hand.
    [ ] Yasuko the Righteous is immune to the Mental trait.
    [ ] Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    [ ] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Mancatcher Cove Card 5:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Mancatcher Cove Card 6:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Mancatcher Cove Card 7:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty 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.

    Mancatcher Cove Card 8:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Mancatcher Cove Card 9:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Mancatcher Cove Card 10:
    Draugr
    Monster C

    Traits
    Undead
    Aquatic
    Basic

    Check
    Combat
    9

    Powers
    The Draugr is immune to the Mental and Poison traits.
    Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

  • Silver Crusade

    Ice Grotto.

    Hand: Psychic Detective, Blessing of the Gods, Frigid Blast, Vexing Daredevil, Sage
    Deck: 12 Discard: 0 Buried: 1
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d4 [ ]+1
    DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
    .[ ]Perception:[/b] Intelligence +2
    WISDOM d4 [ ]+1 [ ]+2
    CHARISMA d12 [x]+1 [ ]+2 [ ]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([x] If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
    Favored card type: Ally


    "

    Seelah the Vengeful wrote:

    Hand: Channel Corruption, Blessing of the Archdevils, Sinderbos, Blessing of the Quartermaster, Petty Thief,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2/5
    Shirt reroll: NOT USED
    NOTES:
    Available Support: If I have any armors I'm happy to recharge them to add 1d6 to your local check.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +1
    Divine: Charisma +0
    Diplomacy: Charisma +2

    Favored Card: Weapon or Armor
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Divine Weapon
    POWERS:
    When you attempt a check before acting, you may use Divine instead of any listed skill.
    On a local check, you may discard an armor or the top card of your deck to add 1d4 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)

    "


    deck handler

    Shrine of besmara

    Zelhara wrote:

    Hand: Psychic Detective, Black Spot, Menacing Backsword, BotArchdevils2, Spiked Chain+1, Ukobach, BoAsmodeus,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 6
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d8 []+1 []+2 []+3
    Constitution d6 []+1 []+2
    Intelligence d6 []+1
    Wisdom d10 [X]+1 [X]+2 []+3 []+4
    Divine: Wis+1
    Perception: Wis+3
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Cha+2

    Favored Card: Weapon
    Hand size 5 [X]6 [X]7
    Proficient with: Weapon, Divine
    Powers:
    For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
    A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).

    "

    Card Descriptions:

    Hand descriptions:
    Spiked Chain+1
    Spoiler:
    Spiked Chain+1
    Traits: Chain, Melee, Piercing, Finesse, Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Menacing Backsword
    Spoiler:
    Menacing Backsword
    Trits: Sword, Melee, Piercing, Finesse, Magic
    Powers: For your Diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Psychic Detective
    Spoiler:
    Psychic Detective
    Traits: Elf, Investigator, Basic
    Recharge this card to add 1d6 to your Knowledge or Perception check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    Ukobach
    Spoiler:
    Ukobach
    Traits: Outsider, Devil, Basic
    Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.
    BotArchdevils2
    Spoiler:
    BotArchdevils2
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
    BoAsmodeus
    Spoiler:
    BoAsmodeus
    Traits: Divine, Asmodeus,
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Displayed descriptions:
    "


    Anchored at Ice Grotto.

    Lirianne wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d10+1
    -Ranged: Dexterity+2
    CONSTITUTION d6
    INTELLIGENCE d8+1
    -Craft: Intelligence+1
    WISDOM d8
    -Perception: Wisdom+2
    CHARISMA d6

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
    ☐ At the end of your turn (☐ or when your location is close), you may move to a random open location; if you do, you may examine the top card of its location deck (☐ and you may shuffle that deck).
    ☑ You may use your Ranged skill instead of your Diplomacy skill. (☐ When you would discard an ally that lists Diplomacy in its check to acquire for its power, you may recharge it instead.)
    ☐ When the result of your check equals its difficulty, you may recharge a random card from your discard pile (☐ and you may draw a card).

    Hand: Poisoned Bullets, Quartermaster, Surgeon, Blessing of Alkenstar, Blessing of Calistria, Blessing of the Gods
    Deck: 11 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, HP:5/10


    Shrine to Besmara please.


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    deck handler

    Ship is anchored so we're all going to ice grotto afterall!!

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