[PACG] Emerald Legacy [MorkXII] (Inactive)

Game Master MorkXII


1,001 to 1,050 of 1,591 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

deck handler

reminder Ramexes takes 1 mental damage that can't be reduced from Zelhara, sorry!


Wayfarer replaces Apprentice 2.
Start at Rocky Cliff

Ramexes wrote:

Hand: Repelling Pike +1, Cure, Armor of the Sands, Apprentice, Blessing of Gorum, Blessing of Pharasma 2,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Tower
Hero Points (Available): 1
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 4D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Divine Blaze, Cleric of Nethys, Harbinger Disciple, Staff of Dark Flame, Blessing of Nethys, Blessing of Abraxas, Holy Javelin, Binder's Tome, Blessing of Pharasma 3, Wayfarer, Blessing of Pharasma 1, Fire Snake
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
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) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


1 person marked this as a favorite.

Off turn actions: During Zelhara's turn, BYA Wisdom 10: 1d4 ⇒ 1 failed, move to Ghol-Gan
Discard Armor of the Sands for Zon Kuthon's Mental damage.

Start of turn: The hour of Sivanah
Move to Obsidian Fortress

Explore:

Great White Shark:
Monster 3
Traits
Animal
Aquatic

Check
Combat
16

Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Recharge Apprentice to put Great White Shark on the bottom of Shrine of Sealing.

Discard BoPharasma to explore:

Blessing of Asmodeus:
Blessing 4
Traits
Divine
Asmodeus

Check
Charisma
Diplomacy
7
OR
Divine
5

Powers
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.

Divine 5: 1d10 + 4 ⇒ (6) + 4 = 10 acquired

Discard Blessing of Asmodeus to explore:

Daughter of Imerta:
Henchman Monster 4
Traits
Giant
Outsider
Cyclops
Harpy

Check
Combat
18

Powers
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Each character must attempt a Wisdom 10 check. Failing = moving to Obsidian Fortress.
BYA Wisdom 10: 1d4 ⇒ 1 fail
Recharge Cure to add 1d8 and Fire. Location adds a die, Noriko Yamashi adds 3.
Combat 18: 3d8 + 7 ⇒ (2, 1, 2) + 7 = 12 HERO POINT RE-ROLL
Combat 18: 3d8 + 7 ⇒ (6, 4, 3) + 7 = 20 defeated
For defeating Monster, examine top 3 cards of Tower: Cyclops (Monster 4), Icy Boarding Pike +1 (Weapon B), Geyser (Spell 2)
Put Geyser on top, then Pike, then Cyclops.
Attempt to close by summoning and defeating:
Gholdako:
Henchman Monster 4

Traits
Undead
Giant
Cyclops

Check
Combat
22

Powers
Damage dealt by the Gholdako is dealt to each character at your location.
If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10.
If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Pike, recharge BoGorum to add 1d8 and Fire, location power adds another die.
Combat 22: 3d8 + 4 + 1d8 + 1 ⇒ (3, 7, 8) + 4 + (1) + 1 = 24 defeated
Obsidian Fortress closed. Each local character is dealt 1 Fire damage. Discard Repelling Pike for damage.
Noriko Yamashi moves to: 1d5 ⇒ 4 Rocky Cliff
For defeating Monster, examine top 3 cards of Great Stone Bridge: Symbol of Insanity (Barrier 4), Scalawag (Monster 2), Fire Yai (Henchman Monster B).
Henchman on top, then Monster, then Barrier.

End turn & reset hand.

Ramexes wrote:

Hand: Staff of Dark Flame, Divine Blaze, Cleric of Nethys, Blessing of Pharasma 1, Blessing of Abraxas, Blessing of Pharasma 3,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Current Location: Obsidian Fortress
Hero Points (Available): 1
NOTES:
Available Support: Blessings available. Ramexes can reveal Staff of Dark Flame and discard a spell to decrease difficulty of any combat check by 1d6+1.
Other: Dice Re-Roll Used for 4D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Fire Snake, Blessing of Nethys, Harbinger Disciple, Holy Javelin, Druid of the Flame, Binder's Tome
Recharged: Apprentice, Cure, Blessing of Gorum,
Discard Pile: Armor of the Sands, Blessing of Pharasma 2, Blessing of Asmodeus (acquired), Repelling Pike +1,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
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) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

Turn Summary:
Great White Shark moved to bottom of Shrine of Sealing
Everyone must attempt BYA Wisdom 10 from Daughter of Imerta
Top 3 cards of Tower have been examined and re-arranged
Obsidian Fortress closed
Noriko Yamashi moves to Rocky Cliff
Top 3 cards of Great Stone Bridge examine and re-arranged (Henchman on top)


Discard Thieves' Tools for closing Fire damage.
Celeste is already at the Fortress.


deck handler

BYA DC 10 wis: 1d10 + 4 ⇒ (2) + 4 = 6 moved


Can't make the Wisdom save and it's not really worth me using a card on to get 2d6 vs. 10, so I move to the Fortress.

Silver Crusade

Mel moves to the Obsidian Fortress.


Lirianne moves.
Assuming someone can give me a blessing...
Wisdom 10: 1d8 + 1d8 ⇒ (2) + (5) = 7
Reroll 10: 1d8 + 5 ⇒ (5) + 5 = 10
Success!


It's been suggested that I attempt the check, so I'll recharge my armor to add 1d6.
Wisdom 10: 2d6 ⇒ (3, 2) = 5 Nope.


During This Adventure: Adventure 4: Cut of the Searing Eye

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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    Monster 2
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    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, add 1d4 to it.

    Monster 3
    Spoiler:
    Shackles Pirate
    Monster C

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    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, add 1d4 to it.

    Monster 4
    Spoiler:
    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.

    Monster 5
    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.

    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:
    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 3
    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 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 2
    Spoiler:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Weapon 3
    Spoiler:
    Musket +2
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; 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.

    Weapon 4
    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 5
    Spoiler:
    Seeking Harpoon +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

    Random Spells:
    Spell 1
    Spoiler:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spell 3
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    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:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    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:
    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:
    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.

    Item 4
    Spoiler:
    Worn Leather Skullcap
    Item 2

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of burying it.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    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 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 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.

    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 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.

    Turn: 7 Meligaster/Eliandra

    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: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Zelhara)
    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 2 (Turn 9 Lirianne)
    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 3 (Turn 10 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 4 (Turn 11 Celeste)
    Spoiler:
    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.

    Blessings Deck Card 5 (Turn 12 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 6 (Turn 13 Meligaster)
    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 Zelhara)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 8 (Turn 15 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 9 (Turn 16 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing C

    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 10 (Turn 17 Celeste)
    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 11 (Turn 18 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 12 (Turn 19 Meligaster)
    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 13 (Turn 20 Zelhara)
    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 14 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 15 (Turn 22 Seelah)
    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.

    Blessings Deck Card 16 (Turn 23 Celeste)
    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 17 (Turn 24 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 18 (Turn 25 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 19 (Turn 26 Zelhara)
    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 20 (Turn 27 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 21 (Turn 28 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 22 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire 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: Zelhara, Seelah, Mel, Ramexes, Celeste,
    Notes:

    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:6 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento

    Shrine of Sealing (EL) Card 1:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Ruined Amphitheater
    At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
    When Closing: Succeed at a Wisdom or Perception 9 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    M:1 Ba:3 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1

    Ruined Amphitheater Card 1:
    Daughter of Imerta
    Henchman Monster 4

    Traits
    Giant
    Outsider
    Cyclops
    Harpy

    Check
    Combat
    18

    Powers
    Damage dealt by the Daughter of Imerta is dealt to each character at your location.
    Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Amphitheater Card 2:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Ruined Amphitheater Card 3:
    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.

    Ruined Amphitheater Card 4:
    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.

    Ruined Amphitheater Card 5:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Ruined Amphitheater Card 6:
    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.

    Ruined Amphitheater Card 7:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Ruined Amphitheater Card 8:
    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.

    Ruined Amphitheater Card 9:
    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.

    Ruined Amphitheater Card 10:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Lirianne
    Notes:

    Great Stone Bridge Card 1 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 2 - Scalawag:
    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.

    Great Stone Bridge Card 3 - Symbol of Insanity:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Great Stone Bridge Card 4:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Great Stone Bridge Card 7:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Great Stone Bridge Card 8:
    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.

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1 - Siren Caller:
    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.

    Rocky Cliff Card 2 - Drowning Spikes Trap:
    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.

    Rocky Cliff Card 3:
    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.

    Rocky Cliff Card 4:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Rocky Cliff Card 5:
    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.

    Rocky Cliff Card 6:
    Treasure Hunt
    Barrier C

    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

    Rocky Cliff Card 7:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 8:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Coral Golem

    Tower Card 1:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Tower Card 2:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Tower Card 3:
    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.

    Tower Card 4:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Tower Card 5:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Tower Card 6:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Tower Card 7:
    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.

    Tower Card 8:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tower Card 9:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Tower Card 10:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    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
    Notes:


  • SoT Fire damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Aqueous Orb


    deck handler

    discard BotArchdevil for Lirianne

    on mel's turn...

    SoT: 1d4 - 1 ⇒ (4) - 1 = 3 Zelhara revels in the pain, she recharges Prince of Pain and Jinx Eater (power feat) discards blade lash

    Zelhara. Pain Taster wrote:

    Hand: Sawtooth Sabre, Psychic Detective, Ukobach,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0 Shirt Reroll Available: N Hero Points: 7
    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 [X]+3 [X]+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) (□ or a blessing)from their discards; if they do, heal 1 card ([X] or 2 cards) ([X] or 1d4+2 cards).
    □ After you discard (□ or a local character discards) any cards as damage, you may draw a card. (□ Then heal 1 card).
    [X] When you would discard cards as damage, you may recharge up to 2 of them instead.
    □ Gain the skill Fortitude: Constitution +3.

    "

    Card Descriptions:

    Hand descriptions:
    Sawtooth Sabre
    Spoiler:
    Sawtooth Sabre
    Traits: Sword, Melee, Slashing, Finesse, Magic, Veteran
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
    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.

    Displayed descriptions:
    "

    Silver Crusade

    Mel discards the one card he has left. Mel goes to the Tower and ends his turn. He examines the top 2 cards of the blessings deck (Abadar and Sivanah-both safe) and draws back up.

    Hand: Create Mindscape, Noble Brat, Psychic Detective, Blessing of the Gods, Sage
    Deck: 8 Discard: 5 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 [x]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6 [ ] 7
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([x] 2d4) ([x] 2d8) plus the card's adventure deck number and add the Attack, Magic and ([x] Force or) Mental traits. This counts as playing a spell.
    On your first check ([ ] or any 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.) ([ ] If you do not draw the monster, you may explore your location.)
    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.
    [ ] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box.
    [ ] Add 2 ([ ] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
    Favored card type: Ally


    deck handler

    Flip BoAbadar

    then move to Ruined Ampitheatre. explore

    Daughter of Imerta:

    Henchman Monster 4
    Traits
    Giant
    Outsider
    Cyclops
    Harpy

    Check
    Combat
    18

    Powers
    Damage dealt by the Daughter of Imerta is dealt to each character at your location.
    Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ask Mel for BotGods
    BYA DC 10 wis: 2d10 + 4 ⇒ (3, 6) + 4 = 13 can use weapons

    Everyone else needs to do DC 10 wis check or move to Ruined Ampitheatre

    discard sawtooth sabre
    Daughter of Imerta DC 18 combat: 1d10 + 5 + 1d6 + 2 + 1d8 + 4 ⇒ (10) + 5 + (3) + 2 + (6) + 4 = 30 defeated

    Attempt to close. recharge psychic detective for 1d6
    Ruined Ampitheatre DC 9 perception: 1d10 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17 defeated

    EOT
    n/a

    RECOVERY
    n/a

    RESET
    drew gambeson which i display at start of next turn.

    Zelhara. Pain Taster wrote:

    Hand: Thousand Stings Whip, Hungry Ghost Monk, Heretic's Fork*, Pearl of Wisdom, Ukobach, Menacing Backsword,

    Displayed: Gambeson,
    Deck: 8 Discard: 4 Buried: 0 Shirt Reroll Available: N Hero Points: 7
    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 [X]+3 [X]+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) (□ or a blessing)from their discards; if they do, heal 1 card ([X] or 2 cards) ([X] or 1d4+2 cards).
    □ After you discard (□ or a local character discards) any cards as damage, you may draw a card. (□ Then heal 1 card).
    [X] When you would discard cards as damage, you may recharge up to 2 of them instead.
    □ Gain the skill Fortitude: Constitution +3.

    "

    Card Descriptions:

    Hand descriptions:
    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.
    Thousand Stings Whip
    Spoiler:
    Thousand Stings Whip
    Traits: Whip, Melee, Piercing, Finesse, Poison, Magic
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.
    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.

    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 - ruined amphitheater closed
    used Mel's botgods
    everyone has a BYA check.


    Assuming Lirianne, Mel, and everyone at the Obsidian Fortress fails and moves to Ruined Amphitheater.

    Turn 9: Blessing of Sivannah
    Lirianne moves to Great Stone Bridge.
    [ooc=Fire Yai[/ooc]
    Dragon Pistol (bury Spyglass), Sniper's Goggles
    combat 14: 1d10 + 5 + 3d6 + 4 ⇒ (9) + 5 + (1, 1, 2) + 4 = 22
    Success
    Fire damage: 1d4 ⇒ 1
    Discard Dragon Pistol+1
    Defeated

    Attempting to close...
    Rosie Cuswell, Celeste's Good Omen
    Dexterity 10: 1d10 + 3 + 1d4 + 1d6 + 4 ⇒ (3) + 3 + (1) + (2) + 4 = 13
    Success
    Closed

    Ending my turn.
    Move to a random open location: 1d2 ⇒ 1
    Rocky Cliff. No need to examine.

    Lirianne wrote:

    Hand: Sniper's Studded Leather, Pepperbox, Sniper Goggles, Blessing of Calistria, Master Gunner, Blessing of the Gods 2,

    Displayed:
    Current Location: Rocky Cliff

    Deck: 9 Discard: 3 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Matchlock Hackbut, Quartermaster, Poisoned Bullets, Navigator Musket +1, Blessing of Norgorber, Shock Musket +1
    Recharged: Surgeon, Blessing of Alkenstar, Rosie Cusswell,
    Discard Pile: Blessing of the Gods 1, Blessing of the Gods 3, Dragon Pistol +1,
    Buried Pile: Spyglass,

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    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).


    During This Adventure: Adventure 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    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, add 1d4 to it.

    Monster 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Monster 4
    Spoiler:
    Giant Jellyfish
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

    Powers
    All damage dealt by the Giant Jellyfish is Poison damage.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Barrier 2
    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 3
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Barrier 4
    Spoiler:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    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 5.

    Weapon 2
    Spoiler:
    Trident +1
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    10

    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.

    Weapon 3
    Spoiler:
    Toxic Blunderbuss +1
    Weapon 2

    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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 4
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    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:
    Obscure
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 4
    Spoiler:
    Control Weather
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    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 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Wilderness Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    Item 2
    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 3
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 4
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Item 5
    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.

    Random Allies:
    Ally 1
    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 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:
    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 4
    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 5
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing C

    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 2
    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 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 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 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: 10 Seelah/Cartmanbeck

    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: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Celeste)
    Spoiler:
    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.

    Blessings Deck Card 2 (Turn 12 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 13 Meligaster)
    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 14 Zelhara)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 5 (Turn 15 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 6 (Turn 16 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing C

    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 7 (Turn 17 Celeste)
    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 8 (Turn 18 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 9 (Turn 19 Meligaster)
    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 10 (Turn 20 Zelhara)
    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 11 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 12 (Turn 22 Seelah)
    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.

    Blessings Deck Card 13 (Turn 23 Celeste)
    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 14 (Turn 24 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 15 (Turn 25 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 16 (Turn 26 Zelhara)
    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 17 (Turn 27 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 18 (Turn 28 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 19 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:6 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento

    Shrine of Sealing (EL) Card 1:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    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, Seelah, Ramexes, Celeste,

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lirianne
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1 - Siren Caller:
    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.

    Rocky Cliff Card 2 - Drowning Spikes Trap:
    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.

    Rocky Cliff Card 3:
    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.

    Rocky Cliff Card 4:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Rocky Cliff Card 5:
    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.

    Rocky Cliff Card 6:
    Treasure Hunt
    Barrier C

    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

    Rocky Cliff Card 7:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 8:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Mel,
    Notes: Coral Golem

    Tower Card 1:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Tower Card 2:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Tower Card 3:
    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.

    Tower Card 4:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Tower Card 5:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Tower Card 6:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Tower Card 7:
    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.

    Tower Card 8:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tower Card 9:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Tower Card 10:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    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
    Notes:


  • Seelah heads to the Tower and explores to find a Cyclops, which is 3 harder. Top of my deck is Desecrate, which gets recharged. Using my Bloodblade and discarding it for 1d6, plus discarding the top of my deck for another 1d6. Also requesting a blessing from Lirianne.
    Combat 22+3=25: 1d10 + 4 + 1d8 + 1 + 1d6 + 1d6 + 1d10 ⇒ (3) + 4 + (4) + 1 + (3) + (6) + (9) = 30 Defeated.

    I display my Imp to draw a card, which is Blessing of the Quartermaster.

    Discard it to explore. Icy Boarding Pike +1.
    Melee 10: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 Acquired.

    "

    Seelah the Vengeful wrote:

    Hand: Cleaving Dogslicer +2, Sinderbos, Icy Boarding Pike +1, Shackles of Compliance, Blessing of the Archdevils,

    Displayed: Imp,
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 2
    Shirt reroll: 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)([ ] 1d8) 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.)

    [ ] On your check against an Abberation, Outsider, or Undead bane, ([ ] add 1d8 and) when you would discard a weapon or an armor for its power, you may recharge it instead.
    [X] On your ([ ] or a local) check against a bane, you may discard a weapon or armor to bless the check by the deity Asmodeus.
    [ ] You may avenge by recharging an armor or a spell ([ ] or revealing a weapon); on your checks this encounter, you may add 1d4 and the Fire trait.

    "


    Hour: Erastil

    Recharge Volcanic Storm to examine Tower 1: Geyser

    [ooc]Move to Tower.

    Explore: Geyser
    Arcane 8: 1d10 + 6 ⇒ (1) + 6 = 7 Banished.

    Discard Acadamae Student to explore: Coral Golem
    Asking Lirianne for BoCalistra
    Dex 8: 1d8 + 2d8 ⇒ (1) + (4, 7) = 12 Moved to Shrine.

    Draw up to 8.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +4
    Arcane +2

    Powers
    Hand Size 6 [X2] 7 [X5] 8
    You may discard ([X3] or recharge) a card to add 1d8 ([X4] 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 [X3] 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 [X4] 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Deathgrip, Dragon's Breath, Ice Storm, Ice Strike, Ring of Rat Fangs, Jelani, Blessing of the Ancients, Blessing of the Elements
    Displayed: 0
    Deck: 6 Discard: 6 Buried: 2
    Hero Points: 4 Shirt Reroll Available (EL-4D): Yes
    Notes: Cards with useful powers listed below.
    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 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    Monster 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 5
    Spoiler:
    Koko
    Monster 4

    Traits
    Plant
    Treant

    Check
    Combat
    17

    Powers
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    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

    Barrier 3
    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 4
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Barrier 5
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Seeking Harpoon +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

    Weapon 2
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 3
    Spoiler:
    Sharpshooter's Blade
    Weapon 3

    Traits
    Knife
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.

    Weapon 4
    Spoiler:
    Toxic Blunderbuss +1
    Weapon 2

    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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 5
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    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 5.

    Random Spells:
    Spell 1
    Spoiler:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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:
    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.

    Random Items:
    Item 1
    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.

    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:
    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 4
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sefina
    Ally 4

    Traits
    Nymph
    Nereid

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

    Ally 2
    Spoiler:
    Ambrose 'Fishguts' Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

    Powers
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Ally 4
    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 5
    Spoiler:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    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 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 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 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 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: 12 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: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Meligaster)
    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 2 (Turn 14 Zelhara)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 3 (Turn 15 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 16 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing C

    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 5 (Turn 17 Celeste)
    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 6 (Turn 18 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 7 (Turn 19 Meligaster)
    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 8 (Turn 20 Zelhara)
    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 9 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 10 (Turn 22 Seelah)
    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.

    Blessings Deck Card 11 (Turn 23 Celeste)
    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 12 (Turn 24 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 13 (Turn 25 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 14 (Turn 26 Zelhara)
    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 27 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 28 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 17 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:7 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento
    Markers: 1

    Shrine of Sealing (EL) Card 1:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Shrine of Sealing (EL) Card 16 - Coral Golem:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    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, Ramexes,

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lirianne
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1 - Siren Caller:
    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.

    Rocky Cliff Card 2 - Drowning Spikes Trap:
    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.

    Rocky Cliff Card 3:
    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.

    Rocky Cliff Card 4:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Rocky Cliff Card 5:
    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.

    Rocky Cliff Card 6:
    Treasure Hunt
    Barrier C

    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

    Rocky Cliff Card 7:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 8:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:0 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Celeste, Seelah, Mel,
    Notes:

    Tower Card 1:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Tower Card 2:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Tower Card 3:
    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.

    Tower Card 4:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tower Card 5:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Tower Card 6:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    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
    Notes:


  • After helping others....

    Lirianne wrote:

    Hand: Pepperbox, Sniper's Studded Leather, Sniper Goggles, Master Gunner,

    Displayed:
    Current Location: Rocky Cliff

    Deck: 9 Discard: 5 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Navigator Musket +1, Poisoned Bullets, Blessing of Norgorber, Matchlock Hackbut, Quartermaster, Shock Musket +1
    Recharged: Surgeon, Blessing of Alkenstar, Rosie Cusswell,
    Discard Pile: Blessing of the Gods 1, Blessing of the Gods 3, Dragon Pistol +1, Blessing of the Gods 2, Blessing of Calistria,
    Buried Pile: Spyglass,

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    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).


    Off turn actions: SoT Fire damage (Mel's turn): 1d4 - 1 ⇒ (2) - 1 = 1 Discard Staff of Dark Flame.
    During Zelhara's turn, auto-fail Wisdom 10 check and move to Ruined Amphitheatre.

    The hour of the Gods
    Move to Tower

    Explore:

    Tot Flask:
    Item C
    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Banish.

    Discard Blessing of Pharasma to explore:

    Crawling Cyclops Hands:
    Barrier 4
    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Discard Abraxas to double bless.
    Divine 10: 3d10 + 4 ⇒ (9, 4, 9) + 4 = 26 defeated

    End turn and reset hand.

    Ramexes wrote:

    Hand: Divine Blaze, Fire Snake, Holy Javelin, Cleric of Nethys, Blessing of Nethys, Blessing of Pharasma 3,

    Displayed:
    Deck: 7 Discard: 7 Buried: 0
    Current Location: Tower
    Hero Points (Available): 1
    NOTES:
    Available Support: Blessings available.
    Other: Dice Re-Roll Used for 4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Binder's Tome, Druid of the Flame, Wayfarer, Harbinger Disciple
    Recharged: Apprentice, Cure, Blessing of Gorum,
    Discard Pile: Armor of the Sands, Blessing of Pharasma 2, Blessing of Asmodeus (acquired), Repelling Pike +1, Staff of Dark Flame, Blessing of Pharasma 1, Blessing of Abraxas,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS: HARUSPEX Role Card
    When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
    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) (□ or to add your Charisma die to your check to close your location).
    □ Add 2 (□ 4) to your check to recharge a spell.
    □ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

    Silver Crusade

    Mel goes to Rocky Cliff and explores the Siren Caller. He recharges the Psychic Detective to put her at the Bottom of Shrine of Sealing. Discard Noble Brat to go again. Drowning Spikes Trap.

    Dex 7: 1d8 + 1d4 + 1 ⇒ (5) + (3) + 1 = 9

    Good enough. Mel is done.

    Hand: Create Mindscape, Burst of Adrenaline, Idorii, Shield Cloak, Sage
    Deck: 6 Discard: 7 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 [x]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6 [ ] 7
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([x] 2d4) ([x] 2d8) plus the card's adventure deck number and add the Attack, Magic and ([x] Force or) Mental traits. This counts as playing a spell.
    On your first check ([ ] or any 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.) ([ ] If you do not draw the monster, you may explore your location.)
    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.
    [ ] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box.
    [ ] Add 2 ([ ] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
    Favored card type: Ally


    During This Adventure: Adventure 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Monster 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    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.

    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:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Random Barriers:
    Barrier 1
    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 2
    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 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:
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Seaborne Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    Survival
    11

    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Weapon 2
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    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 5.

    Weapon 4
    Spoiler:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Weapon 5
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Random Spells:
    Spell 1
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have 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:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 4
    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 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:
    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 2
    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 3
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Wilderness Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Item 2
    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 3
    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 4
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying 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:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Ally 3
    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 4
    Spoiler:
    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.

    Ally 5
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    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 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 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 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.

    Blessing 5
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Turn: 14 Zelhara/Redeux

    Top of Blessing Discard Pile: Blessing of Asmodeus

    Top Blessing:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 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 16 Seelah)
    Spoiler:
    Blessing of Gorum
    Blessing C

    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 17 Celeste)
    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 4 (Turn 18 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 19 Meligaster)
    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 6 (Turn 20 Zelhara)
    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 7 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 8 (Turn 22 Seelah)
    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.

    Blessings Deck Card 9 (Turn 23 Celeste)
    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 10 (Turn 24 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 11 (Turn 25 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 26 Zelhara)
    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 13 (Turn 27 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 14 (Turn 28 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 15 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:8 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento
    Markers: 1

    Shrine of Sealing (EL) Card 1:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Shrine of Sealing (EL) Card 16 - Coral Golem:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Shrine of Sealing (EL) Card 17 - Siren Caller:
    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.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    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,

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lirianne, Mel,
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1:
    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.

    Rocky Cliff Card 2:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Rocky Cliff Card 3:
    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.

    Rocky Cliff Card 4:
    Treasure Hunt
    Barrier C

    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

    Rocky Cliff Card 5:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 6:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Celeste, Seelah, Ramexes,
    Notes:

    Tower Card 1:
    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.

    Tower Card 2:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tower Card 3:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Tower Card 4:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    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
    Notes:


  • deck handler

    Zelhara moves to Tower and explores

    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.


    Becalmed DC 8 wisdom: 1d10 + 4 ⇒ (2) + 4 = 6 displayed next to Tower

    Zelhara discards ukabach to draw a card (black dagger chemist) and explore

    Avimar Sorrinash:

    Ally 4
    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


    Avimar Sorrinash DC 8 wis: 1d10 + 4 ⇒ (9) + 4 = 13
    use menacing backsword
    Avimar Sorrinash DC 11 diplo: 1d10 + 5 + 1d6 + 1 ⇒ (3) + 5 + (1) + 1 = 10 banished

    Discard black dagger chemist to explore

    Blackcloth Armor:

    Armor 2
    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Banish and draw random armor (black dagger chemist power)

    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 2

    Not any better.
    Shark Skin Armor DC 7 con: 1d6 ⇒ 5

    Discard ghost hungry monk to explore

    Fire Yai:

    Henchman Monster B
    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Use thousand Stings whip
    Fire Yai DC 10+8+3=21/24 combat: 1d10 + 5 + 1d8 + 1 ⇒ (10) + 5 + (4) + 1 = 20 thousand stings whip adds 4 after the roll, defeated and can immediately close
    aya fire: 1d4 ⇒ 2 discard menacing backsword and pearl of wisdom

    Immediate attempt to close
    Tower DC 7 dex: 1d8 ⇒ 6

    end of exploration attempt to close
    Tower DC 7 dex: 1d8 ⇒ 8 had heretics fork(mysterious disk) but didnt need it!. location closed. becalmed banished

    Zelhara buries black dagger chemist to heal 1d4 + 2 ⇒ (1) + 2 = 3 blade lash, bomoloch, ukobach

    EOT
    examine top 2 blessings - let lirianne decide if BotGods or BoGorum is better for her.

    RECOVERY
    n/a

    RESET

    Zelhara. Pain Taster wrote:

    Hand: Thousand Stings Whip, Black Spot, Heretic's Fork*, Blade Lash, Zon-Kuthon's Pain, The Prince of Pain, BoMoloch,

    Displayed: Gambeson,
    Deck: 5 Discard: 5 Buried: 1 Shirt Reroll Available: N Hero Points: 7
    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 [X]+3 [X]+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) (□ or a blessing)from their discards; if they do, heal 1 card ([X] or 2 cards) ([X] or 1d4+2 cards).
    □ After you discard (□ or a local character discards) any cards as damage, you may draw a card. (□ Then heal 1 card).
    [X] When you would discard cards as damage, you may recharge up to 2 of them instead.
    □ Gain the skill Fortitude: Constitution +3.

    "

    Card Descriptions:

    Hand descriptions:
    Thousand Stings Whip
    Spoiler:
    Thousand Stings Whip
    Traits: Whip, Melee, Piercing, Finesse, Poison, Magic
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.
    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
    Blade Lash
    Spoiler:
    Blade Lash
    Traits: Magic, Arcane, Divine
    Powers: When you play a weapon on your combat check, after the roll, discard this card to add or subtract 3. If the check is against a bane, ignore its powers that happen after you act.
    Recharge Arcane/Divine 9
    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.
    BoMoloch
    Spoiler:
    BoMoloch
    Traits: Divine, Moloch, Corrupted
    Discard this card to add 1 die to any check.
    When a character plays a weapon on a check, discard this card to add 2 dice; if this card has the Corrupted trait, that character discards a card.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.
    Zon-Kuthon's Pain
    Spoiler:
    Zon-Kuthon's Pain
    Traits: Deity: Zon-Kuthon, Divine
    Powers: On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    The Prince of Pain
    Spoiler:
    The Prince of Pain
    Traits: Deity: Zon-Kuthon, Divine
    Powers: On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards (rounded up).

    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.
    "


    Lirianne will just take Blessing of the Gods
    Turn 15: The hour is Blessing of the Gods

    Lirianne examines Rocky Cliff: Instant Armor. She moves it to the bottom of the location.

    Free exploration: Jellyfish Swarm
    Recharge Master Gunner to send it to the bottom of the Shrine.

    Ending my turn.

    Lirianne wrote:

    Hand: Pepperbox, Sniper's Studded Leather, Sniper Goggles, Poisoned Bullets, Quartermaster, Blessing of Norgorber,

    Displayed:
    Current Location: Rocky Cliff

    Deck: 7 Discard: 5 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Musket +1, Navigator Musket +1, Matchlock Hackbut
    Recharged: Surgeon, Blessing of Alkenstar, Rosie Cusswell, Master Gunner,
    Discard Pile: Blessing of the Gods 1, Blessing of the Gods 3, Dragon Pistol +1, Blessing of the Gods 2, Blessing of Calistria,
    Buried Pile: Spyglass,

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    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).


    During This Adventure: Adventure 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    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.

    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:
    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.

    Monster 5
    Spoiler:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    Spoiler:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

    Powers
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Barrier 4
    Spoiler:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    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 5.

    Weapon 2
    Spoiler:
    Trident +1
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    10

    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.

    Weapon 3
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 4
    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 5
    Spoiler:
    Dragon Pistol +1
    Weapon 2

    Traits
    Firearm
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    12

    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 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

    Random Spells:
    Spell 1
    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 2
    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 3
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spell 5
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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:
    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:
    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 2
    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 3
    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.

    Item 4
    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 5
    Spoiler:
    Worn Leather Skullcap
    Item 2

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of burying it.

    Random Allies:
    Ally 1
    Spoiler:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Ambrose 'Fishguts' Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 5
    Spoiler:
    Imp
    Ally 3

    Traits
    Outsider
    Elite

    Check
    Charisma
    Arcane
    7

    Powers
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    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 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 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 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: 16 Seelah/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing C

    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 Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Celeste)
    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 18 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 3 (Turn 19 Meligaster)
    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 4 (Turn 20 Zelhara)
    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 5 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 6 (Turn 22 Seelah)
    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.

    Blessings Deck Card 7 (Turn 23 Celeste)
    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 8 (Turn 24 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 9 (Turn 25 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 10 (Turn 26 Zelhara)
    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 11 (Turn 27 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 28 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 13 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:9 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento
    Markers: 1

    Shrine of Sealing (EL) Card 1:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Shrine of Sealing (EL) Card 16 - Coral Golem:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Shrine of Sealing (EL) Card 17 - Siren Caller:
    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.

    Shrine of Sealing (EL) Card 18 - Jellyfish Swarm:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:0 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lirianne, Mel,
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1:
    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.

    Rocky Cliff Card 2:
    Treasure Hunt
    Barrier C

    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

    Rocky Cliff Card 3:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 4:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 5 - Instant Armor:
    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.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    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, Celeste, Seelah, Ramexes,
    Notes:

    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
    Notes:


  • Move to the Rocky Cliff, and explore to find Becalmed. Using a blessing and also my discard power.
    Wisdom 8: 1d6 + 1d6 + 1d6 ⇒ (1) + (6) + (6) = 13 Defeated.

    No way to go again.

    Drew my Cure, so I'll cast it at the start of the next turn.
    heals: 1d4 + 1 ⇒ (1) + 1 = 2 Boo. Divine: 1d8 + 1 ⇒ (2) + 1 = 3

    "

    Seelah the Vengeful wrote:

    Hand: Cleaving Dogslicer +2, Sinderbos, Icy Boarding Pike +1, Shackles of Compliance,

    Displayed: Imp,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 2
    Shirt reroll: 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)([ ] 1d8) 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.)

    [ ] On your check against an Abberation, Outsider, or Undead bane, ([ ] add 1d8 and) when you would discard a weapon or an armor for its power, you may recharge it instead.
    [X] On your ([ ] or a local) check against a bane, you may discard a weapon or armor to bless the check by the deity Asmodeus.
    [ ] You may avenge by recharging an armor or a spell ([ ] or revealing a weapon); on your checks this encounter, you may add 1d4 and the Fire trait.

    "


    Hour: Gorum

    Explore: Treasure Hunt
    Discard BotAncients. Recharge Jelani for +d4
    Knowledge 7+#=11: 1d8 + 2 + 1d8 + 1d4 ⇒ (6) + 2 + (1) + (3) = 12 Defeated.
    Random item: Nautical Charts

    End of turn: Recharge Nautical Charts to examine Shrine: Yasuko the Righteous.
    Discard Deathgrip
    Draw up to 8.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +4
    Arcane +2

    Powers
    Hand Size 6 [X2] 7 [X5] 8
    You may discard ([X3] or recharge) a card to add 1d8 ([X4] 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 [X3] 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 [X4] 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Sword Cane Pistol +2, Dragon's Breath, Ice Storm, Ice Strike, Ring of Rat Fangs, Sage's Journal, Blessing of Kelizandri, Blessing of the Elements
    Displayed: 0
    Deck: 5 Discard: 8 Buried: 2
    Hero Points: 4 Shirt Reroll Available (EL-4D): 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 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 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    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:
    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.

    Monster 4
    Spoiler:
    Giant Jellyfish
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

    Powers
    All damage dealt by the Giant Jellyfish is Poison damage.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

    Monster 5
    Spoiler:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Random Barriers:
    Barrier 1
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 2
    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 3
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Barrier 4
    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 5
    Spoiler:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    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 5.

    Weapon 3
    Spoiler:
    Sharpshooter's Blade
    Weapon 3

    Traits
    Knife
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Random Spells:
    Spell 1
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Spell 3
    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 4
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Spell 5
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    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.

    Armor 4
    Spoiler:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Worn Leather Skullcap
    Item 2

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of burying it.

    Item 2
    Spoiler:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 4
    Spoiler:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    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:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Ally 3
    Spoiler:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Tessa Fairwind
    Ally 3

    Traits
    Half-Elf
    Bard
    Captain
    Pirate

    Check
    Dexterity
    Stealth
    7
    THEN
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    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 2
    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.

    Blessing 3
    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.

    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 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.

    Turn: 18 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: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Meligaster)
    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 2 (Turn 20 Zelhara)
    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 3 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 4 (Turn 22 Seelah)
    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.

    Blessings Deck Card 5 (Turn 23 Celeste)
    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 6 (Turn 24 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 7 (Turn 25 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 26 Zelhara)
    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 9 (Turn 27 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 28 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 11 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:9 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento
    Markers: 1

    Shrine of Sealing (EL) Card 1 - Yasuko the Righteous:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 4:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 5:
    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.

    Shrine of Sealing (EL) Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 7:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) 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 of Sealing (EL) Card 9:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12:
    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.

    Shrine of Sealing (EL) Card 13 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 14 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 15 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Shrine of Sealing (EL) Card 16 - Coral Golem:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Shrine of Sealing (EL) Card 17 - Siren Caller:
    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.

    Shrine of Sealing (EL) Card 18 - Jellyfish Swarm:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lirianne, Mel, Celeste, Seelah,
    Notes: Spellsword +2
    Noriko Yamashi displayed

    Rocky Cliff Card 1:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Rocky Cliff Card 2:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 3 - Instant Armor:
    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.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    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, Ramexes,
    Notes:

    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
    Notes:


  • 1 person marked this as a favorite.

    Pass on Treasure Hunt check (d6 Int).

    The hour of Gozreh
    Move to Rocky Cliff

    Explore:

    Spellsword +2:
    Weapon 4
    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Discard Blessing of Nethys to bless.
    Divine 11: 2d10 + 4 ⇒ (8, 6) + 4 = 18 acquired

    Discard Cleric of Nethys to examine 2 and encounter 1: Fire Yai and Instant Armor

    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.

    Auto-acquire with Divine.

    Bury Cleric of Nethys to explore:

    Fire Yai:
    Henchman Monster B
    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Ruined Ampitheatre increases difficulty by 3.
    Holy Javelin to recovery. Ask Celeste to recharge BotElements.
    Combat 10+##+3=21: 2d10 + 4 + 2d12 ⇒ (6, 6) + 4 + (2, 2) = 20 defeated
    No Cold trait so Fire damage: 1d4 ⇒ 4 Of course, right? Discard BoPharasma, Divine Blaze, Fire Snake & Spellsword +2.
    For defeating a Monster, examine top 3 cards of Shrine: Yasuko the Righteous (Villain), Cannonade (Barrier 3), Pirate Guard (Monster 4). Put Pirate Guard on top, then Villain, then Barrier.
    Banish Instant Armor to close Rocky Cliff. WPC Power - Examine top card of Shrine and banish Pirate Guard.

    End turn. Attempt Holy Javelin recovery:
    Divine 10: 1d10 + 4 ⇒ (10) + 4 = 14 recharged.
    Reset hand.

    Ramexes wrote:

    Hand: Cure, Binder's Tome, Wayfarer, Harbinger Disciple, Druid of the Flame, Apprentice,

    Displayed:
    Deck: 2 Discard: 12 Buried: 1
    Current Location: Rocky Cliff
    Hero Points (Available): 1
    NOTES:
    Available Support: Binder's Tome. Druid can be discarded to ignore a bane's immunity to the Fire trait.
    Other: Dice Re-Roll Used for 4D?: N

    At the start of Mel's turn, Cure to recovery to heal Ramexes: 1d4 + 1 ⇒ (2) + 1 = 3 Repelling Pike +1, Divine Blaze, Armor of the Sands

    Cure recharge - Divine 8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 recharged
    Ramexes wrote:

    Hand: Binder's Tome, Wayfarer, Harbinger Disciple, Druid of the Flame, Apprentice,

    Displayed:
    Deck: 5 Discard: 9 Buried: 1
    Current Location: Rocky Cliff
    Hero Points (Available): 1
    NOTES:
    Available Support: Binder's Tome. Druid can be discarded to ignore a bane's immunity to the Fire trait.
    Other: Dice Re-Roll Used for 4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Repelling Pike +1, Armor of the Sands
    Recharged: Blessing of Gorum, Holy Javelin,
    Discard Pile: Blessing of Pharasma 2, Blessing of Asmodeus (acquired), Staff of Dark Flame, Blessing of Pharasma 1, Blessing of Abraxas, Blessing of Nethys, Blessing of Pharasma 3, Fire Snake, Spellsword +2 (acquired),
    Buried Pile: Cleric of Nethys,

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS: HARUSPEX Role Card
    When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
    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) (□ or to add your Charisma die to your check to close your location).
    □ Add 2 (□ 4) to your check to recharge a spell.
    □ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


    During This Adventure: Adventure 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: 4-D: Turning the Eye Blind
    STORY BANES:

  • Villains: Takeshi the Honorable, Yasuko the Righteous
  • Henchmen: Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta, Fire Yai, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • Instead of dealing henchmen and villains normally, shuffle the villains into Shrine of Sealing and use the henchmen list to deal henchmen into the remaining locations normally.
  • After building location decks, display the cohort Noriko Yamashi next to Obsidian Fortress. Characters may not start at the Shrine of Sealing.
  • When you would encounter a monster from a location deck, succeed at a Dexterity or Stealth 8 check or recharge an ally to put it on the bottom of Shrine of Sealing instead.
  • When a non-villain, non-henchman monster from a location deck is defeated or undefeated, put a marker on Shrine of Sealing, then shuffle the location deck it came from.
    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.

    SIDEQUEST:
    You‘ve grown pretty strong by now, but a fortress full of giants is still too much to handle for you. Try to stay undetected by sneaking around your enemies!

  • Win while the number of markers on Shrine of Sealing is at most the number of players.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    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:
    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.

    Monster 5
    Spoiler:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    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.

    Barrier 3
    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 4
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Weapon 2
    Spoiler:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 4
    Spoiler:
    Seaborne Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    Survival
    11

    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Weapon 5
    Spoiler:
    Musket +1
    Weapon 2

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Spell 2
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    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:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of Flying
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    10

    Powers
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Item 2
    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 3
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Item 4
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Ally 3
    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 4
    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.

    Ally 5
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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.

    Blessing 3
    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 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: 19 Meligaster/Eliandra

    Top of Blessing Discard Pile: Blessing of Hshurha

    Top Blessing:
    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 Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Zelhara)
    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 2 (Turn 21 Lirianne)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 3 (Turn 22 Seelah)
    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.

    Blessings Deck Card 4 (Turn 23 Celeste)
    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 5 (Turn 24 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 6 (Turn 25 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 7 (Turn 26 Zelhara)
    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 8 (Turn 27 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 9 (Turn 28 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 10 (Turn 29 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 11 (Turn 30 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.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:8 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Takeshi the Honorable, Yasuko the Righteous, Nirento, Noriko Yamashi displayed
    Markers: 1

    Shrine of Sealing (EL) Card 1 - Yasuko the Righteous:
    Yasuko the Righteous
    Villain Monster B

    Traits
    Human
    Monk
    Veteran

    Check
    Combat
    14

    Powers
    The difficulty of checks to defeat Yasuko the Righteous 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.
    [X] 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.
    [X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

    Shrine of Sealing (EL) Card 2 - Cannonade:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Shrine of Sealing (EL) Card 3:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Shrine of Sealing (EL) Card 4:
    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.

    Shrine of Sealing (EL) Card 5:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Shrine of Sealing (EL) Card 6:
    Takeshi The Honorable
    Villain Monster B

    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    Shrine of Sealing (EL) Card 7:
    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 of Sealing (EL) Card 8:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Shrine of Sealing (EL) Card 9:
    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.

    Shrine of Sealing (EL) Card 10:
    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.

    Shrine of Sealing (EL) Card 11:
    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.

    Shrine of Sealing (EL) Card 12 - Pirate Guard:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Shrine of Sealing (EL) Card 13 - Blood Hag:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Shrine of Sealing (EL) Card 14 - Great White Shark:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Shrine of Sealing (EL) Card 15 - Coral Golem:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Shrine of Sealing (EL) Card 16 - Siren Caller:
    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.

    Shrine of Sealing (EL) Card 17 - Jellyfish Swarm:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Ruined Amphitheater
    At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from 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:

    Rocky Cliff
    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: Lirianne, Mel, Celeste, Seelah,
    Notes:

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    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, Ramexes,
    Notes:

    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
    Notes:

  • Silver Crusade

    Mel goes to the Shrine and displays Create Mindscape, then explores!

    Recharge Shield Cloak vs that nasty BYA. Discard Sage to fight. Stealing Lirianne’s BoNorgorber.

    Combat 22: 2d12 + 4d4 + 8 ⇒ (5, 7) + (4, 4, 3, 2) + 8 = 33

    Defeated. Just the other villain left.

    Hand: Vexing Daredevil, Burst of Adrenaline, Idorii, Clockwork Owl, Staff of Revelations
    Deck: 4 Discard: 8 Buried: 1
    Displayed: Create Mindscape 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 [x]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6 [ ] 7
    PROFICIENCIES Light Armors
    For your combat check, you may discard a card to use your Arcane Skill +1d4 ([x] 2d4) ([x] 2d8) plus the card's adventure deck number and add the Attack, Magic and ([x] Force or) Mental traits. This counts as playing a spell.
    On your first check ([ ] or any 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.) ([ ] If you do not draw the monster, you may explore your location.)
    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.
    [ ] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box.
    [ ] Add 2 ([ ] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
    Favored card type: Ally


    deck handler

    Flip BoAchaekek

    Move to Shrine of Sealing

    Explore

    Takeshi The Honorable:

    Villain Monster B
    Traits
    Hobgoblin
    Samurai
    Veteran

    Check
    Combat
    14

    Powers
    The difficult of checks to defeat Takeshi the Honorable is increased by twice the scenario's adventure deck number. ([ ] If this is your first combat check of this turn, it is increased by another 2d4.)
    All damage dealt by Takeshi the Honorable is Electricity damage.
    [X] Takeshi the Honorable is immune to the Cold trait.
    [ ] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.

    use thousand stings whip, use black spot to reduce DC by 5, bless with BoMoloch (ignore corrupted with feat) for 2 dice. create mindscape adds 1d4 (since i use divine for finesse/chains!)
    Takeshi The Honorable DC 14+8+1-5=18: 3d10 + 5 + 1d8 + 1 + 1d4 ⇒ (7, 6, 4) + 5 + (3) + 1 + (2) = 28 bury heretics fork to reroll and add a die
    Takeshi The Honorable DC 14+8+1-5=18: 4d10 + 5 + 1d8 + 1 + 1d4 ⇒ (5, 7, 6, 9) + 5 + (4) + 1 + (3) = 40 thousand stings whip adds 4. RESPECT POINT!!

    edit: actually i can't bury heretics fork (mysterious disk) unless i were to fail the check. so no respect point....darn...but we still win

    We win!!


    DEVELOPMENT:
    When you got to the innermost chambers, you did not only found the magatama, but also Takeshi and Yasuko waiting for you! With the help of their oni, they infiltrated the giants to steal the final magatama, but were interrupted by your sudden entrance. After a close fight, they surrendered.

    SCENARIO REWARD:

  • Each character gains a hero point.
  • Each character chooses a type of boon other than loot and draws 2 random boons of that type.
  • Takeshi the Honorable gains a power feat.

    SIDEQUEST REWARD:

  • Loot: Ring of the Iron Skull
    Ring of the Iron Skull:
    Ring of the Iron Skull
    Loot Item 3

    Traits
    Accessory
    Magic

    Check

    Powers
    If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.

    ACQUIRED CARDS:
    Weapon 2 Dagger Pistol +1
    Weapon B Icy Boarding Pike +1
    Weapon 2 Morningstar +1
    Weapon 2 Musket +1
    Weapon 4 Spellsword +2
    Weapon 4 Sword Cane Pistol +2
    Spell 2 Geyser
    Spell 2 Protect
    Item B Nautical Charts
    Item B Spyglass
    Blessing 4 Blessing of Asmodeus

  • Silver Crusade

    I choose SPELL.


    deck handler

    Zelhara will also choose spell.


    Items for Celeste.


    Current list:
    Weapon 2 Dagger Pistol +1
    Weapon B Icy Boarding Pike +1
    Weapon 2 Morningstar +1
    Weapon 2 Musket +1
    Weapon 4 Spellsword +2
    Weapon 4 Sword Cane Pistol +2
    Spell 2 Aqueous Orb
    Spell 4 Control Weather
    Spell 2 Geyser
    Spell C Instant Armor
    Spell 2 Protect
    Spell 3 Skeleton Crew
    Item 4 Magic Spyglass
    Item B Nautical Charts
    Item B Spyglass
    Item 2 Worn Leather Skullcap
    Blessing 4 Blessing of Asmodeus


    If no one minds, I'd like an Item 4 to actually take an Item 3, the Manual of War.

    EDIT: Let's draw an Item for me to see if it happens to be a 3. :)


    Lirianne chooses item.


    Complete List:
    Weapon 2 Dagger Pistol +1
    Weapon B Icy Boarding Pike +1
    Weapon 2 Morningstar +1
    Weapon 2 Musket +1
    Weapon 4 Spellsword +2
    Weapon 4 Sword Cane Pistol +2
    Spell 2 Aqueous Orb
    Spell 4 Control Weather
    Spell 2 Geyser
    Spell C Instant Armor
    Spell 2 Protect
    Spell 3 Skeleton Crew
    Item B Anchor
    Item 1 Helpful Haversack
    Item 2 Jellyfish Cape
    Item 4 Magic Spyglass
    Item B Nautical Charts
    Item B Potion of Healing
    Item 1 Potion of Heroism
    Item 3 Sea Tyrant's Patch
    Item B Spyglass
    Item 2 Worn Leather Skullcap
    Blessing 4 Blessing of Asmodeus


    4D:
    Tier 4, 4XP. Save hero point.
    Item 4: 1d1000 ⇒ 34 Necklace of Fireballs
    Not interested in Loot.
    Takeshi the Honorable power feat vote: [X] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.


    Weapon 4.
    Save the hero point


    Scenario 4D Rewards:
    Save hero point. 2 total remaining.
    Chose Item for bonus draws.
    Takeshi the Honorable feat: bury a Melee Weapon sounds good to me.
    Sidequest: Not interested in loot Item.

    Deck Upgrade:
    Weapon 4 - Shortspear +3


    Item 3 for the Manual of War. Holding onto the hero point.

    The loot is a bit intriguing, but I only have one Loot slot, so I'm not going to take it.


    deck handler

    I think that leaves a Blessing 4 for me? If not I'll take the blessing B (no strong preference between the two so no worries)

    hero point: save hero point. 0 hero points used, 8 remain.

    Silver Crusade

    Spell 4 for me, bank hero point.

    Increase by 2d4 for Takeshi.


    4D Summary:
    Celeste: Item 4
    Lirianne: Weapon 4
    Mel: Spell 4
    Ramexes: Weapon 4
    Seelah: Item 3
    Zelhara: Blessing 4
    Takeshi the Honorable: [X] During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against Takeshi the Honorable, bury it instead.


    4-E: The Fall of the Obsidian Fortress
    As you remove the magatama from it‘s shrine, the mountain begins to shake violently – could it be that it was revered as the Searing Eye because it soothed the volcano? That question will have to wait, since your fight with Takeshi and Yasuko not only earned you the final magatama, but also the attention of everyone inside the Obsidian Fortress! With an eruption imminent and the angry cultists of the fortress hot on your trail, you need to flee the place in order to get out alive!

    LOCATIONS:
    1-Eye of Serenity
    1-Obsidian Fortress
    2-Hall of Champions
    3-Ruined Amphitheater
    4-Great Stone Bridge
    5-Jungle
    6-Sea Fort

    STORY BANES:

  • Villain: None
  • Henchmen: Cyclops Savage, Daughter of Imerta, Cyclops Savage, Daughter of Imerta, Cyclops Savage, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • When building location decks, instead of dealing a henchman into Eye of Serenity, put a number of Fire Yai henchmen equal to the number of characters on top of the Eye of Serenity location deck. If you did not clear sidequest 4-D, put an Ogre Mage henchman on top of each other location deck.
  • All characters start at Eye of Serenity and cannot move until it is closed.
  • When you defeat a Fire Yai or Ogre Mage henchman, you may not attempt to close the location it came from.
  • When you attempt to close a location, each character is dealt 1 Fire damage.
  • To win the scenario, close all locations.


  • During This Adventure: Adventure 4: Cut of the Searing Eye

    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.
    Yamashi Scouts:
    Yamashi Scouts
    Ship B
    When Commanding
    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.

    Check to Repair
    Charisma
    Diplomacy
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.
    You never count as being on this ship.

    Shirofune:
    Shirofune
    Ship B
    When Commanding
    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.

    Check to Repair
    Craft
    4

    When Commanding (Wrecked)
    The difficulty to repair this ship is increased by the scenario's adventure deck number.

    During This Scenario: STORY BANES:

  • Villain: None
  • Henchmen: Cyclops Savage, Daughter of Imerta, Cyclops Savage, Daughter of Imerta, Cyclops Savage, Daughter of Imerta

    DURING THIS SCENARIO:

  • Ship: Yamashi Scouts
  • When building location decks, instead of dealing a henchman into Eye of Serenity, put a number of Fire Yai henchmen equal to the number of characters on top of the Eye of Serenity location deck. If you did not clear sidequest 4-D, put an Ogre Mage henchman on top of each other location deck.
  • All characters start at Eye of Serenity and cannot move until it is closed.
  • When you defeat a Fire Yai or Ogre Mage henchman, you may not attempt to close the location it came from.
  • When you attempt to close a location, each character is dealt 1 Fire damage.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 2
    Spoiler:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Monster 3
    Spoiler:
    Sea Scourge
    Monster 2

    Traits
    Ooze
    Aquatic

    Check
    Combat
    12

    Powers
    The Sea Scourge is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

    Monster 4
    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 5
    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.

    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:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Barrier 3
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Barrier 4
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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.

    Weapon 2
    Spoiler:
    Saltbox
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    Spoiler:
    Sharpshooter's Blade
    Weapon 3

    Traits
    Knife
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.

    Weapon 5
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Random Spells:
    Spell 1
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Skeleton Crew
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Wilderness Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of Flying
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    10

    Powers
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Item 2
    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 3
    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 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:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Ambrose 'Fishguts' Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    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:
    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 4
    Spoiler:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    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 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 Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    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: 1 Lirianne/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 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 3 (Turn 4 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 4 (Turn 5 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 6 Zelhara)
    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 7 Lirianne)
    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 8 Seelah)
    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 8 (Turn 9 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 9 (Turn 10 Ramexes)
    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 11 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 12 Zelhara)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 12 (Turn 13 Lirianne)
    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.

    Blessings Deck Card 13 (Turn 14 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 14 (Turn 15 Celeste)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    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 15 (Turn 16 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 17 Meligaster)
    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 17 (Turn 18 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 18 (Turn 19 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 19 (Turn 20 Seelah)
    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 20 (Turn 21 Celeste)
    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.

    Blessings Deck Card 21 (Turn 22 Ramexes)
    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 23 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 23 (Turn 24 Zelhara)
    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 25 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 25 (Turn 26 Seelah)
    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 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 Meligaster)
    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 29 (Turn 30 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.

    Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:6
    Located here: Lirianne, Seelah, Celeste, Ramexes, Mel, Zelhara

    Eye of Serenity Card 1 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 2 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 3 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 4 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 5 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 6 - Fire Yai:
    Fire Yai
    Henchman Monster B

    Traits
    Giant
    Outsider
    Oni
    Fire
    Veteran

    Check
    Combat 10

    Powers
    The difficult of checks to defeat Fire Yai is increased by twice the scenario's adventure deck number.
    Ice Yai is immune to the Fire trait.
    If your check to defeat does not have the Cold trait, after you act, you are dealt 1d4 Fire damage.
    If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

    Eye of Serenity Card 7:
    Worn Leather Skullcap
    Item 2

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of burying it.

    Eye of Serenity Card 8:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Eye of Serenity Card 9:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Eye of Serenity Card 10:
    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.

    Eye of Serenity Card 11:
    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.

    Eye of Serenity Card 12:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Eye of Serenity Card 13:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Eye of Serenity Card 14:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Eye of Serenity Card 15:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    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, add 1d4 to it.

    Obsidian Fortress (EL)
    At This Location: Add 1 die to your check that has the Fire trait.
    When you discard a card that has the Basic trait from the Blessings deck, each character at this location is dealt 1d4-1 Fire damage.
    When Closing: Summon and defeat the henchman Gholdako.
    When Permanently Closed: On closing, each character at this location is dealt 1 Fire damage.
    (At This Location power is still in effect after this location closes)
    M:4 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1

    Obsidian Fortress (EL) Card 1:
    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.

    Obsidian Fortress (EL) Card 2:
    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.

    Obsidian Fortress (EL) Card 3:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Obsidian Fortress (EL) Card 4:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Obsidian Fortress (EL) Card 5:
    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.

    Obsidian Fortress (EL) Card 6:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Obsidian Fortress (EL) 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.

    Obsidian Fortress (EL) Card 8:
    Cyclops Savage
    Henchman Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
    Damage dealt by the Cyclops Savage is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Obsidian Fortress (EL) Card 9:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Obsidian Fortress (EL) Card 10:
    Seaborne Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    Survival
    11

    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

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

    Hall of Champions Card 1:
    Cyclops Savage
    Henchman Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
    Damage dealt by the Cyclops Savage is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Champions Card 2:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Hall of Champions Card 3:
    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.

    Hall of Champions Card 4:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Hall of Champions Card 5:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Hall of Champions Card 6:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Hall of Champions Card 7:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Hall of Champions Card 8:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Hall of Champions Card 9:
    Musket +2
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Hall of Champions Card 10:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Ruined Amphitheater
    At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
    When Closing: Succeed at a Wisdom or Perception 9 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:1 Bl:1 ?:1

    Ruined Amphitheater Card 1:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Ruined Amphitheater Card 2:
    Daughter of Imerta
    Henchman Monster 4

    Traits
    Giant
    Outsider
    Cyclops
    Harpy

    Check
    Combat
    18

    Powers
    Damage dealt by the Daughter of Imerta is dealt to each character at your location.
    Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ruined Amphitheater 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.

    Ruined Amphitheater Card 4:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    Ruined Amphitheater Card 5:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Ruined Amphitheater Card 6:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Ruined Amphitheater Card 7:
    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.

    Ruined Amphitheater Card 8:
    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.

    Ruined Amphitheater Card 9:
    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.

    Ruined Amphitheater Card 10:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Great Stone Bridge Card 1:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    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.

    Great Stone Bridge Card 4:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Great Stone Bridge Card 5:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

    Powers
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Great Stone Bridge Card 6:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Great Stone Bridge Card 7:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Great Stone Bridge Card 10:
    Daughter of Imerta
    Henchman Monster 4

    Traits
    Giant
    Outsider
    Cyclops
    Harpy

    Check
    Combat
    18

    Powers
    Damage dealt by the Daughter of Imerta is dealt to each character at your location.
    Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1

    Jungle Card 1:
    Fever Sea Marauder
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

    Jungle Card 2:
    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.

    Jungle Card 3:
    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.

    Jungle Card 4:
    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.

    Jungle Card 5:
    Shackles Pirate
    Monster C

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    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, add 1d4 to it.

    Jungle Card 6:
    Skeleton Anchor
    Item 4

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    Divine
    13

    Powers
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

    Jungle Card 7:
    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.

    Jungle Card 8:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Jungle Card 9:
    Daughter of Imerta
    Henchman Monster 4

    Traits
    Giant
    Outsider
    Cyclops
    Harpy

    Check
    Combat
    18

    Powers
    Damage dealt by the Daughter of Imerta is dealt to each character at your location.
    Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 10:
    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

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

    Sea Fort Card 1:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Sea Fort Card 2:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sea Fort Card 3:
    Rapier +2
    Weapon 4

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Sea Fort Card 4:
    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.

    Sea Fort Card 5:
    Cyclops Savage
    Henchman Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
    Damage dealt by the Cyclops Savage is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sea Fort Card 6:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Sea Fort Card 7:
    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.

    Sea Fort Card 8:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Sea Fort Card 9:
    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.

    Sea Fort Card 10:
    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.

  • 1,001 to 1,050 of 1,591 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PACG] Emerald Legacy [MorkXII] All Messageboards

    Want to post a reply? Sign in.