| Ramexes - WilderRedbeard |
Apprentice swapped in for Clockwork Butterfly.
Hand: Quarterstaff, Scrying Mirror, Apprentice, Researcher, Blessing of the Spellbound 3,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support: Blessing available. Discard Scrying Mirror to examine an occupied location, if that location is distant to Ramexes, optionally shuffle the location (feel free to bot).
Other: Dice Re-Roll Used for 0-C?: N
Middle of Deck (Unknown Order): Detect Magic (acquired), Blessing of the Spellbound 1, Magic Leather Armor, Holy Light, Chronicler, Blessing of the Gods, Magical Child, Khopesh, Cure, Onyx of Constitution (loot), Fire Snake, Blessing of the Spellbound 2
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
| Ramexes - WilderRedbeard |
Hour of the Gods
Ramexes is impressed at the size of the ship. Even more impressed that it can actually float. For his own self-interest, he hopes to keep it that way.
Explore card #1:
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.
Reveal Quarterstaff: Combat 8: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9 defeated & banished
Discard Researcher for AYA structural damage.
Examine top card of deck: Zombie
Discard Apprentice to encounter.
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Combat 9: 1d8 + 3 + 1d6 + 1d8 ⇒ (2) + 3 + (5) + (3) = 13 defeated & banished
End turn and reset hand.
Hand: Quarterstaff, Khopesh, Cure, Blessing of the Spellbound 1, Blessing of the Spellbound 2,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support: Blessings and Cure available.
Other: Dice Re-Roll Used for 0-C?: N
Middle of Deck (Unknown Order): Blessing of the Gods, Magical Child, Holy Light, Chronicler, Magic Leather Armor, Fire Snake
Recharged: Blessing of the Spellbound 3,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( □ or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
Eliandra Giltessan
|
Meligaster explores! Pirate Captain! BYA recharge BotG. Discard Dowsing Rod for my power.
Combat 12: 1d12 + 2d4 + 3 ⇒ (7) + (4, 1) + 3 = 15
She deals 2 structural damage to our ship. Cohort reduces it by 1, and I discard Sage.
Hand: Blessing of Milani, Ruby of Charisma, Acid Jet, Blessing of the Gods A, Psychic Detective
Deck: 8 Discard: 2 Buried: 1
Displayed: Notes:
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 [ ]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([ ] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally
| Zelhara the Descended |
Hand: Psychic Detective, Jinx Eater, Heretic's Fork*, Black Spot, CatONineTails,
Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: N Hero Points: 2
Notes: feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card (□ or 2 cards).
"
Hand descriptions:
Whip
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
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
*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.
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.
Traits: Tengu, Assassin, Basic
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
If you would fail a combat check by 1, bury this card to succeed.
Displayed descriptions:
SoT location DC5 wis: 1d10 ⇒ 5 no damage
Explore
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Magic Buckler DC 6 con: 1d6 ⇒ 3 banished
discard psychic detective to explore
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
random ship: 1d9 ⇒ 5Sea Chanty
Ship B
Class 3
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
Reveal Jinx eater to add 3
Sea Chanty DC 6 wis: 1d10 + 3 ⇒ (2) + 3 = 5 bury heretics fork
Sea Chanty DC 6 wis: 2d10 + 3 ⇒ (6, 10) + 3 = 19 defeated
Plunder: 1d6 ⇒ 2 spell
discard jinx eater to explore
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.
Ambush DC 9 perception: 1d10 + 3 ⇒ (1) + 3 = 4
next card is a monster
Monster C
Traits
Merfolk
Aquatic
Basic
Check
Combat
8
Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
use black spot and cat o nine tails. jinx eater adds 1 to combat
Merfolk DC 7 combat: 1d10 + 1 + 3d4 + 1 - 4 ⇒ (2) + 1 + (4, 2, 4) + 1 - 4 = 10 defeated
EOT
N/a
RECOVERY
black spot: 1d10 + 1 ⇒ (10) + 1 = 11 recharged
RESET
Hand: Whip, BotArchdevils2, Rapier, BotSpy, CatONineTails,
Displayed:
Deck: 7 Discard: 2 Buried: 1 Shirt Reroll Available: N Hero Points: 2
Notes: feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card (□ or 2 cards).
"
Hand descriptions:
Whip
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Basic
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Trits: Sword, Melee, Piercing, Finesse, Swashbuckling
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Traits: Divine, Asmodeus, Corrupted, Basic
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.
Traits: Basic
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. During this exploration, add 1 die to your checks.
Displayed descriptions:
TLDR
Cards 6 through 9 are banished. spell plunder added
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Captain
Soldier
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display General Ishida next to a random open location.
While displayed, reduce Structural damage dealt to your ship by 1.
While displayed at your location, you may recharge a card to add 1d6 to your check against a bane that has the Pirate trait or ship.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster B
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Before you act, each other character at your location must summon and encounter the Crab Swarm.
If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.
Monster 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 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 C
Traits
Undead
Aquatic
Basic
Check
Combat
9
Powers
The Draugr is immune to the Mental and Poison traits.
Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 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 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 B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Weapon B
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding or burying it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Mental
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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 B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
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.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally B
Traits
Animal
Aquatic
Elite
Check
Wisdom
Survival
8
Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
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 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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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.
Turn: 5 Lirianne/Hawkmoon269
Top of Blessing Discard Pile: 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: 25
Blessings Deck
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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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.
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 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 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.
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.
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 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 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 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 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 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.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:6 Ba:5 W:2 Sp:2 Ar:1 I:2 Al:0 Bl:0 ?:5
Located here: everybody
Notes: General Ishida displayed
Barrier C
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Armor B
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
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.
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster C
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Monster C
Traits
Giant
Ogre
Aquatic
Check
Combat
14
Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
| Lirianne Hawkmoon |
SoT Wisdom 5: 1d8 ⇒ 1
Structural damage: 1d4 ⇒ 1
Reduced to 0.
Free exploration: Man Overboard
Blessing of the Gods
Dexterity 7: 1d10 + 1d10 ⇒ (3) + (4) = 7
Success
Defeated
Discard Gunner Squire to explore: Enemy Ship
Random ship: 1d9 ⇒ 8
Ship B
Class 6
Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11
When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
Check to Repair
Craft
7
When Commanding (Wrecked)
Remove the Swashbuckling trait from all of your checks.
Celeste's Blessing of the Ancients, General Ishida (Quartermaster)
Ranged 11: 1d10 + 2 + 1d6 + 1d10 ⇒ (4) + 2 + (3) + (6) = 15
Success
Defeated
Plunder: 1d6 ⇒ 4
Ending my turn.
Skills and Powers:Hand: Dragon Pistol, Matchlock Hackbut, Pistol +1, Wheellock Pistol, Blessing of the GodsSkills STRENGTH d4
DEXTERITY d10
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6Powers
HAND SIZE 5
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☐ You may then recharge a card that has the Firearm trait from your discard pile.)
Deck: 8 Discard: 2 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:2/2
| ACG - Seelah the Vengeful |
Seelah continues looking around the Ship Graveyard. She finds a spell.
Divine 3: 1d8 ⇒ 4 Acquired.
Discarding my Cult Acolyte to shuffle the top card (BotGods) into the location deck, then explore. random, 24 is the new BotGods: 1d21 + 3 ⇒ (9) + 3 = 12 Enemy Ship!
random ship: 1d9 ⇒ 5 -> Sea Chanty. I'll use my BotArchdevils.
Diplomacy 8: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (5) = 11 Defeated.
Fencer to go again. random, 12 reroll, 24 is new BotGods: 1d21 + 3 ⇒ (10) + 3 = 13 Falcata
Melee 7: 1d10 + 2 ⇒ (10) + 2 = 12 Acquired.
All done, banished card #12 and acquired card #13, and shuffled a BotG from the blessings deck into the location.
"
Hand: Longsword (Core), Falcata, Instant Armor, Bronzed Leather,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 2/2
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to discard them to add 1d4 to your local check.
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 (□ 1d6) and the Magic trait. (□ 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.)
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Captain
Soldier
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display General Ishida next to a random open location.
While displayed, reduce Structural damage dealt to your ship by 1.
While displayed at your location, you may recharge a card to add 1d6 to your check against a bane that has the Pirate trait or ship.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
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 C
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Before you act, each other character at your location must summon and encounter the Crab Swarm.
If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.
Monster B
Traits
Merfolk
Aquatic
Basic
Check
Combat
8
Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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 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
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.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 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.
Weapon B
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Weapon C
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell B
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 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.
Item B
Traits
Object
Liquid
Basic
Check
Constitution
Fortitude
7
OR
Craft
5
Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Ally C
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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 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 B
Traits
Human
Captain
Pirate
Basic
Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6
Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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 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 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 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: 7 Celeste/MorkXII
Top of Blessing Discard Pile: 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: 22
Blessings Deck
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 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 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 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 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 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 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.
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 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 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 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 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.
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 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 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.
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.
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 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 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 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 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 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.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:6 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:3
Located here: everybody
Notes: General Ishida displayed
Armor B
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
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.
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Monster C
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster C
Traits
Giant
Ogre
Aquatic
Check
Combat
14
Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
| MorkXII - Celeste |
SoT first turn Survival 5: 1d8 + 3 ⇒ (6) + 3 = 9 No structural damage.
Hour: BotGods
SoT:
Survival 5: 1d8 + 3 ⇒ (7) + 3 = 10 No structural damage.
Reveal Zae to recharge Appleslayer.
Explore SG 1: Magic Chain Shirt
Con 5: 1d6 ⇒ 1 Banished.
Discard Zae to explore SG 2: Treasure Map
Knowledge 6: 1d8 + 2 ⇒ (8) + 2 = 10 Defeated.
Examine SG 3: Pirate Hunting
Recharge BotAncients to explore SG 3: Pirate Hunting
Random Ship: 1d9 ⇒ 8
Discard BotGods.
Survival 8: 1d8 + 3 + 1d8 ⇒ (2) + 3 + (5) = 10 Defeated.
Plunder: 1d6 ⇒ 5
End of turn:
Draw up to 6.
Skills and Powers:Hand: Acid Jet, Dazzle, Sage's Journal, Thieves' Tools, Acadamae Student, Blessing of the ElementsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10
Arcane +2Powers
Hand Size 6 ☐ 7
Proficient with Arcane
On your combat check, you may discard a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits.
On your check to recharge an Arcane spell, you automatically succeed. (☐ You may shuffle it into your deck instead.)
At the end (☐ or start) of your turn, you may recharge a card to examine the top card of a distant location.Favored Card Type Spell
Spell 5 ☐ 6 ☐ 7 ☐ 8
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5 ☐ 6
Displayed: 0
Deck: 5 Discard: 4 Buried: 0
Hero Points: 2 Shirt Reroll Available (EL-0C): No
Notes: Cards with useful powers listed below.
Sage's Journal:Sage's Journal
Item 0Traits
BookChecks
Intelligence
Knowledge
6Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.Acadamae Student:Acadamae Student
Ally 0Traits
Human
WizardChecks
Intelligence
Arcane
3
Or
Charisma
Diplomacy
6Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.Blessing of the Elements:Blessing of the Elements
Blessing BTraits
BasicChecks
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6Powers
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.
| Ramexes - WilderRedbeard |
Auto-fail first turn SoT check. Structural damage: 1d4 ⇒ 4 Of course. Reduced by 1, discard Quarterstaff for damage, per Hangouts chat, Seelah and Celeste discard cards for remaining damage.
Start of turn: The hour of the Gods
Discard Blessing of the Spellbound for SoT Wisdom 5: 2d4 ⇒ (2, 1) = 3
Structural damage: 1d4 ⇒ 1 Blocked by ship.
The buffeting of the ship as it travels through seemingly unending wrecks is starting to make Ramexes ill. He heads to the rail for some air.
Free explore of card #1:
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Place Cure in recovery to heal Celeste 1d4+1 cards: 1d4 + 1 ⇒ (4) + 1 = 5
End turn, recharge Blessing of the Spellbound for Cure recovery check:
Divine 8: 2d10 + 1 ⇒ (1, 2) + 1 = 4 re-roll d10
Divine 8: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5 brutal
Reset hand.
Hand: Khopesh, Holy Light, Fire Snake, Magical Child, Quarterstaff (acquired),
Displayed:
Deck: 5 Discard: 6 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support: Magical Child recharges to add the magic trait to any check.
Other: Dice Re-Roll Used for 0-C?: Y
Middle of Deck (Unknown Order): Magic Leather Armor, Chronicler, Blessing of the Gods
Recharged: Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( □ or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
Eliandra Giltessan
|
Okay, so last turn Mel did Please be a 1: 1d4 ⇒ 3 structural damage to the ship, so we’ll pretend I lost the two cards that could help me succeed at the check this turn. I reset and draw Padded Armor and Frigid Blast. Then I deal 1d4 ⇒ 3 structural damage to the ship again. Discard Padded Armor, and Celeste takes one.
Now I explore! Man Overboard. Gonna BotG this one.
Dex 7: 2d8 + 1d4 ⇒ (5, 7) + (4) = 16
Mel brainwashes you to safety. I’m done.
Hand: Scrying Mirror, Frigid Blast, Acid Jet, Fiery Glare, Psychic Detective
Deck: 4 Discard: 6 Buried: 1
Displayed: Notes:
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 [ ]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([ ] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Captain
Soldier
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display General Ishida next to a random open location.
While displayed, reduce Structural damage dealt to your ship by 1.
While displayed at your location, you may recharge a card to add 1d6 to your check against a bane that has the Pirate trait or ship.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
Monster B
Traits
Merfolk
Aquatic
Basic
Check
Combat
8
Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Monster 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.
Barrier B
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
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.
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 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 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.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
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 B
Traits
Magic
Arcane
Divine
Mental
Attack
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item B
Traits
Object
Liquid
Basic
Check
Constitution
Fortitude
7
OR
Craft
5
Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item C
Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 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 B
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
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 B
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Human
Captain
Pirate
Basic
Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6
Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
Ally B
Traits
Tengu
Assassin
Basic
Check
Charisma
Diplomacy
8
Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Ally B
Traits
Human
Captain
Pirate
Basic
Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6
Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
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 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.
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 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 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: 10 Zelhara/Redeux
Top of Blessing Discard Pile: 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: 19
Blessings Deck
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 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 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 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.
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 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 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 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 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.
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 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 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.
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.
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 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 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 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 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 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.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:6 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:3
Located here: everybody
Notes: General Ishida displayed
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.
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Monster C
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster C
Traits
Giant
Ogre
Aquatic
Check
Combat
14
Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
| Zelhara the Descended |
SoT=DC 5 wis: 1d10 ⇒ 7
explore
BotGods acuiqred
Discard BotSpy to explore
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
@Everyone needs to do a check against Bucket Brigade
botspy adds 1 die
Bucket Brigade DC 6 con: 2d6 ⇒ (3, 3) = 6 banished
Discard BotGods to explore
Monster C
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
Use catoninetails
Crocodile DC 13 combat: 1d10 + 1 + 3d4 ⇒ (1) + 1 + (4, 3, 4) = 13
Discard BotArchdevil2 to explore
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Topaz of Strength DC 7 str: 1d6 ⇒ 1 banished
EOT
na
RESET
Hand: Whip, BotAncients, Rapier, Cult Acolyte, CatONineTails,
Displayed:
Deck: 5 Discard: 5 Buried: 1 Shirt Reroll Available: N Hero Points: 2
Notes: feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card (□ or 2 cards).
"
Hand descriptions:
Whip
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Basic
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Trits: Sword, Melee, Piercing, Finesse, Swashbuckling
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Traits: Human, Cultist, Basic
Recharge this card to add 1d8 to your Arcane or Divine check, then search the blessings deck for a blessing and shuffle it into your location deck.
Discard this card and shuffle the top card of the blessings deck into your location deck to explore your location.
Traits: Divine, Basic
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Displayed descriptions:
TLDR - acquired card 1
banished cards 2-4
| MorkXII - Celeste |
Discard Theives Tools for Ramexes.
Heal everything in my discard from Ramexes.
Discard Sage's Journal for Mel.
Bucket Brigade:
Recharge BotElements
Con 6: 1d6 + 1d6 ⇒ (4) + (3) = 7 Defeated.
Skills and Powers:Hand: Acid Jet, Dazzle, Force Missile, Acadamae StudentSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10
Arcane +2Powers
Hand Size 6 ☐ 7
Proficient with Arcane
On your combat check, you may discard a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits.
On your check to recharge an Arcane spell, you automatically succeed. (☐ You may shuffle it into your deck instead.)
At the end (☐ or start) of your turn, you may recharge a card to examine the top card of a distant location.Favored Card Type Spell
Spell 5 ☐ 6 ☐ 7 ☐ 8
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5 ☐ 6
Displayed: 0
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2 Shirt Reroll Available (EL-0C): No
Notes: Cards with useful powers listed below.
Force Missile:Force Missile
Spell 0Traits
Magic
Arcane
Attack
ForceChecks
Intelligence
Arcane
4Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.Acadamae Student:Acadamae Student
Ally 0Traits
Human
WizardChecks
Intelligence
Arcane
3
Or
Charisma
Diplomacy
6Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
| Lirianne Hawkmoon |
Turn 11: The hour is Blessing of the Gods
SoT
Wisdom 5: 1d8 ⇒ 5
Success
Free exploration: Enemy Ship
Random Ship: 1d9 ⇒ 3
Ship B
Class 0
Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6
When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
Check to Repair
Craft
5
When Commanding (Wrecked)
When your ship is dealt damage, add 1 to the amount of damage dealt.
Blessing of the Gods, General Ishida (Dragon Pistol)
Dexterity 8: 1d10 + 1d10 + 1d6 ⇒ (5) + (7) + (1) = 13
Success
Defeated
Plunder: 1d6 ⇒ 4
Ending my turn.
Skills and Powers:Hand: Pistol +1, Alchemical Cartridges, Powder Horn, Master Gunner, Blessing of the GodsSkills STRENGTH d4
DEXTERITY d10
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6Powers
HAND SIZE 5
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☐ You may then recharge a card that has the Firearm trait from your discard pile.)
Deck: 5 Discard: 5 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:2/2
| ACG - Seelah the Vengeful |
Discarding the top card of my deck to add 1d4 to my SoT check (Topaz of Str).
Wisdom 5: 1d6 + 1d4 ⇒ (2) + (3) = 5 Success.
Seelah explores to find another Enemy Ship. random ship: 1d9 ⇒ 1 Goblin Weidling. BA I have to fight a Grindylow. I'll discard my Falcata on this check.
Combat 11: 1d10 + 2 + 2d4 + 2d4 ⇒ (2) + 2 + (2, 4) + (3, 4) = 17 Those two 4's are 5's, so total is 19. Defeated.
Will discard another card (Warrhammer +1) to add 1d4 vs the ship.
Wisdom 4: 1d6 + 1d4 ⇒ (4) + (2) = 6 Defeated.
plunder: 1d6 ⇒ 5 Ally
"
Hand: Longsword (Core), Dread Bolt, Instant Armor, Splint Mail,
Displayed:
Deck: 5 Discard: 8 Buried: 0
Hero Points: 2/2
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to discard them to add 1d4 to your local check.
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 (□ 1d6) and the Magic trait. (□ 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.)
| Ramexes - WilderRedbeard |
Off-turn: Bucket Brigade
Place Fire Snake in recovery, recharge Magical Child to add 1d6
Constitution 6: 1d10 + 1 + 1d6 ⇒ (8) + 1 + (3) = 12
Fire Snake recovery - Divine 8: 1d10 + 1 ⇒ (3) + 1 = 4
Hand: Khopesh, Holy Light, Quarterstaff (acquired),
Displayed:
Deck: 6 Discard: 7 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support:
Other: Dice Re-Roll Used for 0-C?: Y
| MorkXII - Celeste |
Hour: Blessing of Achaekek
Start of Turn:
Survival 5: 1d8 + 3 ⇒ (1) + 3 = 4 Dang.
Structural damage: 1d4 ⇒ 1 Reduced to 0 by the general.
It has been too long since Celeste has been at the helm of a ship. The ship bumps and scrapes on some rocks just under the surface, but no major damage was done.
Explore SG 3: Magic Weapon
Arcane 4: 1d10 + 2 ⇒ (9) + 2 = 11 Acquired.
Discard Acadamae Student to explore SG 4: Saltwater Ogre
Cast Dazzle, +d4 from Acadamae Student, discard Magic Weapon for +d8 (char power.
Combat 14: 1d10 + 2 + 2d4 + 1d4 + 1d8 ⇒ (8) + 2 + (1, 3) + (4) + (1) = 19 Defeated.
Luckily, the ugly brute is easily confused and Celeste is able to trick it into falling back over the side of the ship.
End of turn:
Recharge Dazzle
Draw up to 6.
Skills and Powers:Hand: Acid Jet, Force Missile, Good Omen, Zae, Blessing of Pharasma, Blessing of the AncientsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10
Arcane +2Powers
Hand Size 6 ☐ 7
Proficient with Arcane
On your combat check, you may discard a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits.
On your check to recharge an Arcane spell, you automatically succeed. (☐ You may shuffle it into your deck instead.)
At the end (☐ or start) of your turn, you may recharge a card to examine the top card of a distant location.Favored Card Type Spell
Spell 5 ☐ 6 ☐ 7 ☐ 8
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5 ☐ 6
Displayed: 0
Deck: 7 Discard: 3 Buried: 0
Hero Points: 2 Shirt Reroll Available (EL-0C): No
Notes: Cards with useful powers listed below.
Force Missile:Force Missile
Spell 0Traits
Magic
Arcane
Attack
ForceChecks
Intelligence
Arcane
4Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.Good Omen:Good Omen
Spell 1Traits
Magic
Arcane
Divine
Mental
VeteranChecks
Intelligence
Wisdom
Arcane
Divine
6Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.Blessing of the Ancients:Blessing of the Ancients
Blessing BTraits
Divine
BasicChecks
Divine
3Powers
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.
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Captain
Soldier
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display General Ishida next to a random open location.
While displayed, reduce Structural damage dealt to your ship by 1.
While displayed at your location, you may recharge a card to add 1d6 to your check against a bane that has the Pirate trait or ship.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Monster C
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Before you act, each other character at your location must summon and encounter the Crab Swarm.
If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.
Monster 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 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 B
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
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.
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 B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 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.
Weapon C
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon C
Traits
Polearm
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Spell B
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Attack
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
3
Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Mental
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Item C
Traits
Object
Liquid
Basic
Check
Constitution
Fortitude
7
OR
Craft
5
Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Item B
Traits
Accessory
Swashbuckling
Basic
Check
Charisma
Dexterity
5
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Craft check.
Ally C
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
5
Powers
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Human
Captain
Pirate
Basic
Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6
Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 14 Ramexes/WilderRedbeard
Top of Blessing Discard Pile: 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: 15
Blessings Deck
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 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 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 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 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.
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 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 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.
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.
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 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 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 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 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 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.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:4 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: everybody
Notes: General Ishida displayed
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
| Ramexes - WilderRedbeard |
Hour of Gozreh
Request Celeste's Blessing of the Ancients to bless SoT Wisdom check.
Wisdom 5: 2d4 ⇒ (3, 4) = 7 success
Ramexes time at the rail returns him to better health but he remains in a foul mood. Few prospects to earn some coin and the constant rolling of the sea.
Explore top card:
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Bury Researcher from discard to explore next card:
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Reveal and discard Quarterstaff
Combat 8 (12): 1d8 + 3 + 2d6 ⇒ (5) + 3 + (2, 4) = 14 defeated & bnaished
Bury Apprentice from discard to explore next card:
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Class 3
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
Diplomacy 8: 1d10 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9 defeated
Plunder roll: 1d6 ⇒ 6 Let's pick a plunder!
Ramexes refuses to help navigate the ship but deals with the resurfarcing rat problem, mostly to channel some of his rage. A rival ship approaches but veers away from the Shirofune, likely due to the intense scowl on Ramexes face.
End turn and reset hand.
Hand: Khopesh, Magic Leather Armor, Chronicler, Blessing of the Gods, Blessing of the Spellbound 3,
Displayed:
Deck: 4 Discard: 5 Buried: 2
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support: Blessings available (only use Spellbound if it recharges).
Other: Dice Re-Roll Used for 0-C?: Y
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Spellbound 1, Magical Child, Quarterstaff (acquired), Holy Light,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( □ or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
Eliandra Giltessan
|
Seelah discards an armor so Mel can maybe make this check.
Wis 5: 2d4 ⇒ (4, 1) = 5
Yay! I explore! Skeleton. I’ll acid him.
Combat 8: 1d12 + 1d6 + 1d4 + 3 ⇒ (2) + (3) + (2) + 3 = 10
I’ll take it. I’m done.
Arcane 8: 1d12 + 1 ⇒ (3) + 1 = 4
About what I expected.
Hand: Scrying Mirror, Frigid Blast, Guard, Fiery Glare, Psychic Detective
Deck: 3 Discard: 7 Buried: 1
Displayed: Notes:
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 [ ]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([ ] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally
| Zelhara the Descended |
SoT dc 5: 1d10 ⇒ 10 no damage
Explore
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.
Use BotAncients
BYA DC 6 dex: 2d8 ⇒ (1, 5) = 6 discard whip
pausing for other BA's since I probably need a blessing for this
| Lirianne Hawkmoon |
Sea Drake BYA
Dexterity 6: 1d10 ⇒ 1
Electricity damage: 1d4 ⇒ 2
Discard Powder Horn and Alchemical Cartridges
Skills and Powers:Hand: Pistol +1, Master Gunner, Blessing of the GodsSkills STRENGTH d4
DEXTERITY d10
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6Powers
HAND SIZE 5
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☐ You may then recharge a card that has the Firearm trait from your discard pile.)
Deck: 5 Discard: 7 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:2/2
| Ramexes - WilderRedbeard |
Magic Leather Armor displayed at the start of Meligaster's turn.
Sea Drake check: Dexterity 6: 1d6 ⇒ 6 wow, success!
Not that it matters. Bury armor to reduce damage to 0.
Hand: Khopesh, Chronicler, Blessing of the Gods, Blessing of the Spellbound 3,
Displayed:
Deck: 4 Discard: 5 Buried: 3
Current Location: Shipwreck Graveyard
Hero Points: 2
NOTES:
Available Support: Blessings available (only use Spellbound if it recharges).
Other: Dice Re-Roll Used for 0-C?: Y
| Zelhara the Descended |
Use lirrianes botg and catoninetails
Sea Drake DC 14 combat: 2d10 + 1 + 3d4 ⇒ (6, 6) + 1 + (4, 2, 1) = 20 defeated
AYA discard rapier
discard cultacolyte to shuffle top card of blessings deck into location and then explore
Random explore: 1d2 ⇒ 2blessing
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.
BoCC dc 5 divine: 1d10 + 1 ⇒ (2) + 1 = 3 banished
bury cult acolyte to heal a card (botarchdevil2)
bury jinx eater to heal a card (rapier)
bury psychic detective to heal a card (botgods)
reset hand and end turn
Hand: Cure, Black Spot, Rapier, BotGods (acquired), CatONineTails,
Displayed:
Deck: 4 Discard: 3 Buried: 4 Shirt Reroll Available: N Hero Points: 2
Notes: feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card (□ or 2 cards).
"
Hand descriptions:
Rapier
Trits: Sword, Melee, Piercing, Finesse, Swashbuckling
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
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
Traits: Magic, Divine, Healing
Banish to heal a local character 1d4+1 cards.
Recharge: Divine 8
Displayed descriptions:
| Lirianne Hawkmoon |
Turn 17: Hour is Blessing of the Gods
Wisdom 5: 1d8 ⇒ 1
Structural damage: 1d4 ⇒ 1
Reduced to 0
Free exploration: Zombie
Pistol +1 (bury), Master Gunner, [b]Zelhara's Black Spot, Blessing of the Gods
Combat 9-1=8: 1d10 + 2 + 1d6 + 1 + 1d10 + 1d4 + 1d10 ⇒ (8) + 2 + (2) + 1 + (4) + (3) + (5) = 25
Success
Plunder: 1d6 ⇒ 6
I'll choose Weapon: Harpoon
Celeste's Good Omen, Blessing from Ramexes
Ranged 7: 1d10 + 2 + 1d6 + 1d10 ⇒ (7) + 2 + (3) + (7) = 19
Success
Closed
Structural damage: 1d4 ⇒ 3
Reduced to 2.
We discard 2 cards somewhere.
We win.
| MorkXII - Celeste |
DEVELOPMENT:
It took longer than expected, but eventually you were ambushed by group of raiders around half way of your journey to the Shackles. Judging from the nearby shipwrecks, this was their favourite spot, but they proved no match for the impenetrable defense of Shirofune and it‘s stalwart crew.
SCENARIO REWARD:
ADVENTURE REWARD:
ACQUIRED CARDS:
Type Adv_Deck_Num Card
Weapon B Falcata
Weapon C Harpoon
Weapon B Quarterstaff
Spell C Arcane Armor
Spell C Charm Animal
Spell B Instant Armor
Spell B Magic Weapon
Item C Potion of Healing
Item C Potion of Lucubration
Ally B Boatswain
Ally C Old Salt
Blessing B Blessing of the Gods
| MorkXII - Celeste |
Adventure 1: Welcome to the Shackles
How time flies by! Just a couple of weeks ago, you were struggling to keep yourself paid in the city of Absalom, and now you're standing on a heavily fortified ship on its way to the Shackles! Your new employer is Hiro Yamashi, a wealthy aristocrat from Tian Xia. So far, he kept you in the dark about his goals, but now that you've almost arrived at your destination, this is about to change.
Cutting to the chase, he explains that this expedition is about family affairs. As it turns out, his brother Masao has stolen the family heirloom, a magical jade jewel known as the Magatama of Sealing, several months ago. In the past, Hiro's ancestor Chisato brought this artifact back with her from the Shackles, and it has been passed down each generation ever since. However, this magatama is only part of a set, and it is said that their ancestor left the other magatama behind in the Shackles. Luckily for you, any of them can be used to locate the rest, and Hiro plans to locate one of the remaining ones in order to track down and confront his brother Masao about his theft.
Your first goal will be to come to terms with the pirate council, the quasi-government of the Shackles. You've already been attacked by pirates, so it makes sense to strike a deal with their leaders to explore the shackles with as few interruptions as possible. While you don't expect them to keep any promises, striking a deal will at least give them less excuses to attack you.
| MorkXII - Celeste |
1-A: A Matter of Introduction
Since pirates don‘t care much about foreign titles, you can‘t expect to easily get an audience with the pirate council. In order to be taken seriously, you decide to roughen up some of the residents in order to gain the necessary notoriety, and decide on Master Scourge and his crew. If your plan works, Hiro will quickly take over at the pirate council and go into more subtle negotiations. With a bit of luck, he can strike a deal and get some information on the closest magatama.
LOCATIONS:
1-Alehouse
1-Docks
2-Merchant Marina
3-Tengu Rookery
4-Harbor
5-House of Stolen Kisses
6-Shrine to Besmara
SETUP:
STORY BANES:
DURING THIS SCENARIO:
Cohort B
Traits
Human
Aristocrat
Veteran
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display Hiro 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 lists Diplomacy.
While displayed at your location, you may recharge a card to add 1d6 to your check to acquire a weapon, armor, or item.
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Aristocrat
Veteran
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display Hiro 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 lists Diplomacy.
While displayed at your location, you may recharge a card to add 1d6 to your check to acquire a weapon, armor, or item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster 1
Traits
Aberration
Plant
Elite
Check
Combat
10
Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
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 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 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.
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.
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 1
Traits
Task
Aquatic
Elite
Check
Constitution
Fortitude
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Barrier 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 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.
Weapon B
Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2. You may play this card on a check even if you played a weapon that does not have the 2-Handed trait.
Weapon C
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon C
Traits
Polearm
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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 B
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Attack
Ranged
Elite
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 1
Traits
Accessory
Magic
Elite
Check
Wisdom
Divine
9
Powers
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Item 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 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.
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 B
Traits
Human
Surgeon
Elite
Check
Charisma
Diplomacy
6
Powers
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
7
Powers
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally 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.
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.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 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 B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Seelah/Cartmanbeck
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 29
Blessings Deck
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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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 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 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.
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.
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 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 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 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 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 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
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.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier C
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier B
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
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 C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1
Located here: Seelah, Celeste, Ramexes, Meligaster, Zelhara, Lirianne
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
Item C
Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
Henchman Monster C
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Weapon B
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1
Notes:
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.
Item 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
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.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item 1
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Item B
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Monster C
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Before you act, each other character at your location must summon and encounter the Crab Swarm.
If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.
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.
Item B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
Monster C
Traits
Elemental
Outsider
Aquatic
Basic
Check
Combat
12
Powers
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Item B
Traits
Accessory
Swashbuckling
Basic
Check
Charisma
Dexterity
5
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 ?:1
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
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
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.
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.
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.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
7
Powers
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Shrine to Besmara
At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M:2 Ba:0 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:3 ?:1
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Villain Monster 1
Traits
Human
Pirate
Check
Combat
12
Powers
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
After you act, Master Scourge deals 1 Poison damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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 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 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.
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.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
| MorkXII - Celeste |
Skills and Powers:Hand: Dazzle, Bestiary of Garund, Sage's Journal, Blessing of Pharasma, Blessing of the Ancients, Blessing of the ElementsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10
Arcane +2Powers
Hand Size 6 ☐ 7
Proficient with Arcane
On your combat check, you may discard a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits.
On your check to recharge an Arcane spell, you automatically succeed. (☐ 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 a distant location.Favored Card Type Spell
Spell 5 ☐ 6 ☐ 7 ☐ 8
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5 ☐ 6
Displayed: 0
Deck: 9 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (EL-1A): Yes
Notes: Cards with useful powers listed below.
Sage's Journal:Sage's Journal
Item 0Traits
BookChecks
Intelligence
Knowledge
6Powers
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 Ancients:Blessing of the Ancients
Blessing BTraits
Divine
BasicChecks
Divine
3Powers
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 BTraits
BasicChecks
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6Powers
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.
| Zelhara the Descended |
start at shrine of besmara
Hand: Pearl of Wisdom, Gambeson, Heretic's Fork*, Black Spot, CatONineTails,
Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 3
Notes: feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).
"
Hand descriptions:
CatONineTails
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
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
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.
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.
*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.
Displayed descriptions:
Eliandra Giltessan
|
Start at Docks.
Hand: Ruby of Charisma, Guard, Noble Brat, Blessing of the Gods B, Sage
Deck: 10 Discard: 0 Buried: 1
Displayed: Notes:
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 [ ]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([ ] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally
| Ramexes - WilderRedbeard |
Blessing of Abraxas swapped in for BotSpellbound.
Start at Docks with the group.
Hand: Quarterstaff, Scrying Mirror, Magical Child, Apprentice, Blessing of the Gods,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Docks
Hero Points: 3
NOTES:
Available Support: Blessing available. Magical Child recharges to add the magic trait to any check. Discard Scrying Mirror to examine an occupied location, if that location is distant to Ramexes, optionally shuffle the location (feel free to bot).
Other: Dice Re-Roll Used for EL-1A?: N
Middle of Deck (Unknown Order): Khopesh, Fire Snake, Researcher, Blessing of the Spellbound 1, Chronicler, Magic Leather Armor, Blessing of Abraxas, Holy Light, Blessing of the Spellbound 2, Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( □ or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
| Lirianne Hawkmoon |
Skills and Powers:Hand: Dragon Pistol, Matchlock Hackbut, Pistol +1, Powder Horn, Blessing of the GodsSkills STRENGTH d4
DEXTERITY d10
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6Powers
HAND SIZE 5
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:3/3
| ACG - Seelah the Vengeful |
"
Hand: Longsword (Core), Blessing of the Quartermaster, Warhammer +1, Blessing of the Archdevils,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1/1
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to discard them to add 1d4 to your local check.
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 (□ 1d6) and the Magic trait. (□ 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.)
Seelah explores the docks, finding an Alchemist's Fire.
Intelligence 5: 1d6 ⇒ 3 Banished.
BoArchdevils to explore again. Cabin Boy.
Diplomacy 4: 1d8 + 2 ⇒ (4) + 2 = 6 Acquired.
Recharge the Cabin Boy to explore again. Spyglass.
Wisdom 4: 1d6 ⇒ 5 Acquired
Discard Spyglass to examine the next two cards. Potion of Heroism and Reefclaw. I'll put the Reefclaw on top and then discard my other blessing to explore it. Will discard the top card of my deck to add 1d4 (Detect Good).
Combat 11: 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (1) + 2 + (8) + 1 + (2) = 14
reroll Combat 11: 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (1) + 2 + (4) + 1 + (4) = 12 Defeated.
"
Hand: Longsword (Core), Bronzed Leather, Warhammer +1, Topaz of Strength,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1/1
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to recharge them to add 1d4 to your local check.
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 (□ 1d6) and the Magic trait. (□ 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.)
| MorkXII - Celeste |
Hour: BotGods
Start of turn:
Recharge Bestiary of Garund to examine Alehouse 1: Bunyip
Explore Docks 4: Potion of Heroism
Recharge BotAncients
Int 7: 1d8 + 1d8 ⇒ (7) + (4) = 11 Acquired.
Discard Blessing of Pharasma to explore Docks 6: Buccaneer
Cast Dazzle. Discard Potion of Heroism for +d8 (char power). Reveal Sage's Journal for +d4.
Combat 8+#=9: 1d10 + 2 + 2d4 + 1d8 + 1d4 ⇒ (8) + 2 + (4, 2) + (1) + (2) = 19 Defeated.
No Ally to close. Oops.
End of turn:
Recharge Sage's Journal to examine Merchant Marina 1: Benevolent Buckler
Recharge Dazzle.
Draw up to 6.
Celeste roughs up a buccaneer. Everything is going to plan, until she realizes that she doesn't have any crew members around to block off the docks from more pirates.
Skills and Powers:Hand: Acid Jet, Fiery Glare, Force Missile, Thieves' Tools, Blessing of the Elements, Blessing of the GodsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10
Arcane +2Powers
Hand Size 6 ☐ 7
Proficient with Arcane
On your combat check, you may discard a card to add 1d8 (☐ plus the card's level) and the Melee and Poison traits.
On your check to recharge an Arcane spell, you automatically succeed. (☐ 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 a distant location.Favored Card Type Spell
Spell 5 ☐ 6 ☐ 7 ☐ 8
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5 ☐ 6
Displayed: 0
Deck: 8 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (EL-1A): Yes
Notes: Cards with useful powers listed below.
Force Missile:Force Missile
Spell 0Traits
Magic
Arcane
Attack
ForceChecks
Intelligence
Arcane
4Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.Blessing of the Elements:Blessing of the Elements
Blessing BTraits
BasicChecks
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6Powers
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.Blessing of the Gods:Blessing of the Gods
Blessing BTraits
Divine
BasicChecks
NonePowers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of the blessings discard pile.
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Aristocrat
Veteran
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display Hiro 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 lists Diplomacy.
While displayed at your location, you may recharge a card to add 1d6 to your check to acquire a weapon, armor, or item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Aquatic
Basic
Check
Combat
10
Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
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 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.
Barrier B
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier 1
Traits
Task
Aquatic
Elite
Check
Constitution
Fortitude
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Barrier 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 B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 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.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon C
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits
Accessory
Swashbuckling
Elite
Check
Wisdom
Survival
4
Powers
Reveal this card to add the Swashbuckling trait to your check.
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.
Ally B
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Ally B
Traits
Human
Captain
Pirate
Basic
Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6
Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
Ally B
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Ally B
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits
Animal
Aquatic
Elite
Check
Wisdom
Survival
8
Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
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 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.
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 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 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.
Turn: 4 Meligaster/Eliandra
Top of Blessing Discard Pile: 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 Remaining: 26
Blessings Deck
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 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 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.
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 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 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 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 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 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 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 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 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 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 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.
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.
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 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 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 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 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 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
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.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier C
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier B
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
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 C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Seelah, Celeste, Ramexes, Meligaster, Zelhara, Lirianne
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
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.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Weapon B
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1
Notes:
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.
Item 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
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.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item 1
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Item B
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Monster C
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Before you act, each other character at your location must summon and encounter the Crab Swarm.
If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.
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.
Item B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
Monster C
Traits
Elemental
Outsider
Aquatic
Basic
Check
Combat
12
Powers
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Item B
Traits
Accessory
Swashbuckling
Basic
Check
Charisma
Dexterity
5
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 ?:1
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
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
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.
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.
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.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
7
Powers
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Shrine to Besmara
At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M:2 Ba:0 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:3 ?:1
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Villain Monster 1
Traits
Human
Pirate
Check
Combat
12
Powers
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
After you act, Master Scourge deals 1 Poison damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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 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 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.
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.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
| Ramexes - WilderRedbeard |
Hour of the Gods
Remain at Docks
Free explore of card #1:
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.
Combat 9+1=10: 1d8 + 3 + 1d6 + 1d4 ⇒ (5) + 3 + (3) + (3) = 14 defeated & banished
Examine top 2 cards of location: Buckler (Armor B) & Belaying Pin (Weapon B)
Discard (not recharge) Magical Child to explore card #2:
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Bury Magical Child from discard to explore next card:
Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Discard Blessing of the Spellbound to explore last card:
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.
Bury Apprentice to close location.
Hiro moves to: 1d6 ⇒ 6 Shrine to Besmara
Ramexes is roughed up in a mugging attempt by a beligerent pirate who mistakes his quarterstaff for a walking cane. He dispatches the ruffian and uses his liver as a scrying orb before collecting his valuables. He takes the first shift of lookout duty for Master Scourge and his crew, but spies no threats around the Docks.
End turn & reset hand.
Hand: Quarterstaff, Scrying Mirror, Blessing of the Spellbound 2, Blessing of Abraxas, Buckler (acquired),
Displayed:
Deck: 8 Discard: 2 Buried: 2
Current Location: Docks
Hero Points: 3
NOTES:
Available Support: Blessings available. Discard Scrying Mirror to examine an occupied location, if that location is distant to Ramexes, optionally shuffle the location (feel free to bot).
Other: Dice Re-Roll Used for EL-1A?: N
Middle of Deck (Unknown Order): Blessing of the Spellbound 1, Chronicler, Magic Leather Armor, Researcher, Cure, Fire Snake, Holy Light, Khopesh
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card ( [ X ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter).
Eliandra Giltessan
|
To the Merchant Marina! Benevolent Buckler.
Con 6: 1d6 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7
Sage to go again. Archers Bracers.
Dex 7: 1d8 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6
Have to recharge Guard. :-( I’ll be done.
Hand: Ruby of Charisma, Benevolent Buckler, Noble Brat, Blessing of the Gods B, Frigid Blast
Deck: 10 Discard: 1 Buried: 1
Displayed: Notes:
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 [ ]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([x] +1). If you fail the check, recharge the revealed card.
Favored card type: Ally
| Zelhara the Descended |
Move to Shrine of Besmara
Display gembeson armor
Explore
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
recharge pearl of wisdom
Black Spot DC 4 arcane (wis): 1d10 ⇒ 8 acquired
reset hand and end turn
Hand: BotAncients, Black Spot2 (acquired), Heretic's Fork*, Black Spot, CatONineTails,
Displayed: Gambeson,
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 3
Notes: Please use black spot. feel free to use cards/abilities as needed.
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 []+1 []+2 []+3 []+4
Divine: Wis+1
Perception: Wis+3
Charisma d6 []+1 []+2 []+3
Diplomacy: Cha+2
Favored Card: Weapon
Hand size 5 []6
Proficient with: Weapon, Divine
Powers:
For your check that invokes Chain, Finesse, or Knife, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (□ or any number of times on your turn), when a power happens if a boon is Corrupted, you may ignore that power.
A local character may bury an ally (□ or a Corrupted card) from their discards; if they do, heal 1 card ([X] or 2 cards).
"
Hand descriptions:
CatONineTails
Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
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
*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.
Traits: Divine, Basic
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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
Displayed descriptions:
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 Hawkmoon |
Turn 6: The hour is Blessing of Abadar
Move to the Tengu Rookery
Free exploration: Powder Horn
Ranged 6: 1d10 + 2 ⇒ (4) + 2 = 6
Success
Acquired
Discard Spyglass to examine: Buccaneer, Belaying Pin
Leave in that order.
Discard Blessing of the Gods to explore: Buccaneer
Matchlock Hackbut
Combat 9: 1d10 + 2 + 1d12 ⇒ (10) + 2 + (9) = 21
Success
Defeated
Attempting to close the location...
Banish Powder Horn
Location closed
Examine the top card of my deck: Buckler. I'll recharge it.
Ending my turn...
Tengu Rookery's power is also on its closed side, so I'll examine House of Stolen Kisses: Bloodbug.
Skills and Powers:Hand: Dragon Pistol, Matchlock Hackbut, Pistol +1, Thieves' Tools, Gunner SquireSkills STRENGTH d4
DEXTERITY d10
-Ranged: Dexterity+2
CONSTITUTION d6
INTELLIGENCE d8
-Craft: Intelligence+1
WISDOM d8
-Perception: Wisdom+2
CHARISMA d6Powers
HAND SIZE 5
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)
Deck: 8 Discard: 2 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:3/3
Summary: Banish everything at Tengu Rookery, it is closed. House of Stolen Kisses #1 is known.
| MorkXII - Celeste |
During This Adventure: Adventure 0: A New Journey
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.
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.
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!
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.
During This Scenario: 0-C: The Order of the Raging Wave
Cohort B
Traits
Human
Aristocrat
Veteran
Check
Powers
Display this card next to a location.
While displayed, if this location is closed, display Hiro 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 lists Diplomacy.
While displayed at your location, you may recharge a card to add 1d6 to your check to acquire a weapon, armor, or item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 C
Traits
Outsider
Elemental
Incorporeal
Elite
Check
Combat
10
Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.
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.
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 1
Traits
Task
Aquatic
Basic
Check
Strength
Constitution
Craft
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Barrier 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 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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
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 B
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 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 B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Object
Liquid
Basic
Check
Constitution
Fortitude
7
OR
Craft
5
Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Craft check.
Item C
Traits
Object
Liquid
Basic
Check
Constitution
Fortitude
7
OR
Craft
5
Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item 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.
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.
Ally C
Traits
Elf
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Ally 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 B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 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 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.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Turn: 7 Seelah/Cartmanbeck
Top of Blessing Discard Pile: Blessing of Gozreh
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 23
Blessings Deck
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 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 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 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 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 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 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 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 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 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 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.
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.
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 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 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 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 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 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
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.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier C
Traits
Obstacle
Aquatic
Basic
Check
Dexterity
7
Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier B
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
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 C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Seelah, Celeste, Ramexes,
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
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.
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Meligaster,
Notes:
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.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item 1
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
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
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Item B
Traits
Accessory
Swashbuckling
Basic
Check
Charisma
Dexterity
5
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Armor B
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor B
Traits
Shield
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 ?:1
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
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
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.
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.
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.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
7
Powers
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Henchman Monster B
Traits
Human
Pirate
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Shrine to Besmara
At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Zelhara,
Villain Monster 1
Traits
Human
Pirate
Check
Combat
12
Powers
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
After you act, Master Scourge deals 1 Poison damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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 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 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.
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.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
| ACG - Seelah the Vengeful |
Seelah will leave the Lookout Duty for someone with better Perception. She'll head to the Shrine to Besmara, finding Master Scourge!
Need temp-closes for Docks and Merchant Marina.
I'll discard the top card of my deck to add 1d4 to my BA check (BotArchdevils, so it recharges)
BA Fortitude 7: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
Requesting Black Spot from Zelhara, and I'll discard my warhammer to make sure this sticks.
Combat 12-1=11: 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (10) + 2 + (2) + 1 + (4) = 19 Defeated.
"
Hand: Longsword (Core), Blessing of the Quartermaster 2, Splint Mail, Topaz of Strength,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 1/1
Shirt reroll: NOT USED
NOTES:
Available Support: If I have any armors I'm happy to recharge them to add 1d4 to your local check.
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 (□ 1d6) and the Magic trait. (□ 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.)