MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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.
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Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
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 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.
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.
Monster B
Traits
Undead
Ghoul
Aquatic
Elite
Check
Combat
11
Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
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
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 C
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 C
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 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
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
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon 1
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
3
Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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 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
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 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.
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
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 C
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 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 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 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 B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
Item B
Traits
Object
Aquatic
Basic
Check
Wisdom
Perception
5
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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
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
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 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
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.
Turn: 8 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 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 ?:2
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.
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.
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.
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.
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.
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 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.
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.
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.
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 ?:1
Located here: Seelah, Celeste, Ramexes,
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
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.
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:
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.
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.
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.
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 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.
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.
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
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.
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 ?:2
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.
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.
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
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.
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
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.
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.
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.
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
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.
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 ?:2
Ally 1
Traits
Gnome
Bard
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 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.
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 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
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.
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.
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.
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.
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zelhara,
MorkXII - Celeste |
Hour: Blessing of the Gods
Start of turn: Recharge Acid Jet to examine Alehouse 1: Bucket Brigade
Celeste has no interested in looking for help at the Docks, so she casts a scrying spell, and spots someone lighting fire to the alehouse. That will not stand! She slithers over the the alehouse to help, fully expecting to be repaid at least in pints, if not kegs.
Move to Alehouse.
Explore Alehouse 1: Bucket Brigade
Recharge Blessing of the Elements
Con 6: 1d6 + 1d6 ⇒ (2) + (5) = 7 Defeated.
Discard Blessing of the Gods to explore Alehouse 2: Cutlass +1 Banished.
End of turn:
Recharge Thieves' Tools to examine Docks 1: Blessing of Erastil (no villain).
Draw up to 6.
Skills and Powers:Hand: Fiery Glare, Force Missile, Good Omen, Thieves' Tools, Acadamae Student, ZaeSkills 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: 7 Discard: 3 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.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.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.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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
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 1
Traits
Animal
Basic
Check
Combat
9
Powers
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Monster 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.
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 B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Cache
Lock
Pirate
Check
Dexterity
Disable
11
OR
Strength
Melee
13
Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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
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
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
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 B
Traits
Firearm
Ranged
Piercing
Elite
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Weapon B
Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic
Check
Dexterity
Ranged
Craft
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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 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
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
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.
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
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 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.
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
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.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 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 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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
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 1
Traits
Dragon
Aquatic
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
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 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
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.
Turn: 9 Ramexes/WilderRedbeard
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: 21
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 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:1 W:0 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:2
Located here: Celeste,
Notes: Bunyip
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.
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.
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.
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.
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 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.
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.
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.
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:1 ?:0
Located here: Seelah, Ramexes,
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
Lookout Duty, Blessing of Erastil
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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:
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.
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.
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.
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 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.
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.
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
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.
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 ?:2
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.
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.
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
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.
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
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.
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.
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.
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
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.
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 ?:2
Notes: Bloodbug
Ally 1
Traits
Gnome
Bard
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 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.
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 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
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.
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.
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.
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.
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zelhara,
Ramexes - WilderRedbeard |
Fixing hand from last turn's blunder: Apprentice remains in hand and Blessing of Abraxas goes back into deck.
The hour of the Gods
Move to Harbor
Ramexes is reminded by his fellow Shirofune party that he overlooked an entire sector of the docks. He leaves the lookout duty to those more suited for it and heads toward the harbor.
Place Scrying Mirror in recovery to examine top card of Merchant Marina: Amulet of Life (Meligaster can shuffle if desired).
Explore card #1:
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.
Combat 8+1=9: 1d8 + 3 + 1d6 + 1d8 ⇒ (8) + 3 + (1) + (2) = 14 defeated
Shuffle Apprentice into Alehouse to close location.
Villain in location so it remains open.
Ramexes is once again targeted and roughed up by a buccaneer. He takes out the brute a little more subtely that the last one and sends his apprentice to the alehouse ot order him a beverage.
End turn and discard Scrying Mirror from recovery (1d10+1 for a Div 13 check).
Reset hand.
Hand: Quarterstaff, Khopesh, Fire Snake, Cure, Buckler (acquired),
Displayed:
Deck: 7 Discard: 3 Buried: 1
Current Location: Harbor
Hero Points: 3
NOTES:
Available Support: Cure available.
Other: Dice Re-Roll Used for EL-1A?: N
Middle of Deck (Unknown Order): Holy Light, Blessing of Abraxas, Chronicler, Blessing of the Spellbound 1, Magic Leather Armor, Researcher
Recharged: Blessing of the Spellbound 2,
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 |
Mel explores! Amulet of Life. Can’t fail an Arcane 4 CtA. BotG to go again. Zombie.
Combat 9: 1d12 + 3d4 + 5 ⇒ (5) + (1, 2, 2) + 5 = 15
Dead zombie.
Arcane 6: 1d12 + 1 ⇒ (2) + 1 = 3
Hand: Ruby of Charisma, Benevolent Buckler, Noble Brat, Amulet of Life, Dowsing Rod
Deck: 9 Discard: 3 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 |
Blackspot2 dc 6 divine: 1d10 + 1 ⇒ (3) + 1 = 4 discarded
move to House of Stolen Kisses
explore
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.
Conchobhar DC 7 diplo: 1d6 + 2 ⇒ (5) + 2 = 7 acquired, discard black spot1 (location effect)
discard conchobhar to explore
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.
Quartermaster DC 8 diplomacy: 1d6 + 2 ⇒ (6) + 2 = 8 acquired, discard heretics fork
bury conchobhar to heal 2 cards (feat): blackspot1, heretics fork
Discard quartermaster to explore
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.
Large Chest DC 10 dex: 1d8 ⇒ 2 banished
Discard BotAncients to examine/explore
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
@All. everyone needs to do a check, i wont be able to defeat it. The hour is BoAbadar though.
Treasure Hunt DC 8 int: 1d6 ⇒ 3 nope
Reset hand and end turn
Hand: BotArchdevils1, Heretic's Fork*, Whip, Cure, CatONineTails,
Displayed: Gambeson,
Deck: 8 Discard: 3 Buried: 1 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:
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.
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, Divine, Healing
Banish to heal a local character 1d4+1 cards.
Recharge: Divine 8
*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, 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.
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.
TLDR
moved to house of stolen kisses
acquired cards 1 and 2 (allies conchobhar and quartermaster)
banished card 3 treasure chest
card 4 might be banished based on other player checks (treasure hunt)
Lirianne Hawkmoon |
Turn 12: The hour is Blessing of Gorum
Move to Alehouse.
Free exploration: Random card with Ramexes' Apprentice in there as card 10.
Random card: 1d10 ⇒ 1
Bunyip
BYA Wisdom 9: 1d8 ⇒ 7
Failed: Difficulty increased by 1.
Dragon Pistol (Tot Flask for the bullet)
Combat 10: 1d10 + 2 + 1d6 + 2d6 ⇒ (6) + 2 + (5) + (4, 2) = 19
Success
Defeated
Discard Gunner Squire to explore: Random card
Random card: 1d9 + 1 ⇒ (1) + 1 = 2
Buccaneer
Matchlock Hackbut
Combat 10: 1d10 + 2 + 1d12 ⇒ (7) + 2 + (5) = 14
Success
Attempting to close...
Summon Buccaneer
Dragon Pistol (bury)
Combat 10: 1d10 + 2 + 1d6 + 2d6 ⇒ (2) + 2 + (5) + (4, 6) = 19
Success
Defeated
Location closed.
On closing: Recharge Gunner Squire from my discards.
Ending my turn.
Skills and Powers:Hand: Matchlock Hackbut, Pistol +1, Alchemical Cartridges, 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: 6 Discard: 3 Buried: 2 Displayed: 0
Notes: Reroll: Not Used, HP:3/3
Summary: Alehouse is closed.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 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 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 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
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 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 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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.
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 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
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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 B
Traits
Firearm
Ranged
Piercing
Elite
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Spell C
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 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
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
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 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 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
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
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.
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
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 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
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 B
Traits
Object
Aquatic
Basic
Check
Wisdom
Perception
5
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
7
Powers
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally 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
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.
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 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.
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.
Turn: 13 Seelah/Cartmanbeck
Top of Blessing Discard Pile: Blessing of Achaekek
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 17
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 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 Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Celeste, Lirianne
Notes:
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:1 ?:0
Located here: Seelah,
Notes: Shirofune anchored here.
Hiro Yamashi displayed.
Lookout Duty, Blessing of Erastil
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.
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.
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:0 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Meligaster,
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.
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 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.
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.
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
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.
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes,
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.
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:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:0 ?:2
Located here: Zelhara,
Notes: Bloodbug
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.
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.
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.
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.
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
ACG - Seelah the Vengeful |
Seelah goes to the Merchant Marina and looks for people to enslave befriend.
She finds a Fire Lance.
Dexterity 5: 1d6 + 1 ⇒ (6) + 1 = 7 Acquired.
Blessing of the Quartermaster to explore again. Hull Damage. Using my Topaz of Strength and recharging my armor to add 1d4.
Intelligence 6+1=7: 1d10 + 1d4 ⇒ (7) + (3) = 10 Defeated.
I'll just discard the Fire Lance.
"
Hand: Longsword (Core), Cult Acolyte, Scale Mail, Longspear,
Displayed:
Deck: 7 Discard: 7 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. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)
MorkXII - Celeste |
Hour: Blessing of Achaekek
Start of turn:
Recharge Fiery Glare to examine House of Stolen Kisses 1: Parrot
Having found some new drinking buddies at the Alehouse, Celeste convinces them to help out at the docks. She heads back there to take care of unfinished business.
Move to Docks.
Explore Docks 1: Lookout Duty
Discard Thieves' Tools. Defeated.
Recharge Zae to explore Docks 2: Blessing of Erastil
Dex 4: 1d8 ⇒ 1 Banished.
Close:
Bury Acadamae Student.
Examine MM 3: Fox. Acquired.
Hiro Yamashi moves to 1d3 ⇒ 2: Harbor.
End of turn:
Draw up to 6.
Skills and Powers:Hand: Force Missile, Good Omen, Bestiary of Garund, Sage's Journal, Appleslayer, FoxSkills 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: 6 Discard: 4 Buried: 1
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.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.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.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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
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
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 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 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
Undead
Ghoul
Aquatic
Elite
Check
Combat
11
Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Barrier 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Barrier 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 C
Traits
Cache
Lock
Pirate
Check
Dexterity
Disable
11
OR
Strength
Melee
13
Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 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 1
Traits
Task
Elite
Check
Intelligence
Craft
7
Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 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 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.
Weapon 1
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.
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
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 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 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.
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.
Armor C
Traits
Light Armor
Swashbuckling
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 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 1
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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
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.
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
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
Aquatic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Item 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 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.
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
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 1
Traits
Human
Cleric
Pirate
Check
Charisma
Diplomacy
5
Powers
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally C
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally C
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.
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
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 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.
Turn: 15 Ramexes/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Sivanah
Blessing C
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 15
Blessings Deck
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 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
Notes:
Docks
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Celeste,
Notes: Shirofune anchored here.
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Meligaster, Seelah,
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.
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
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.
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes,
Notes: Hiro Yamashi displayed
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.
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:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:0 ?:2
Located here: Zelhara,
Notes: Bloodbug
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.
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.
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.
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.
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ramexes - WilderRedbeard |
Off turn: Place Fire Snake in recovery to use Divine skill for Treasure Hunt check.
Intelligence (Divine) 7+1=8: 1d10 + 1 ⇒ (8) + 1 = 9 defeated
Draw random Item: Eye Patch (Item B)
Fire Snake recovery - Divine 8: 1d10 + 1 ⇒ (4) + 1 = 5 discarded
Start of turn: Hour of Sivanah
Move to Merchant Marina
What better way to get a pirates attention than to start helping yourself to their spoils? Ramexes dons an eye patch to look the part.
Free explore of card#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.
Divine 6: 1d10 + 1 + 1d6 + 1 ⇒ (6) + 1 + (3) + 1 = 11 acquired
Ramexes adds a tricorne and forces his horns through the top of it.
Place Cure in recovery to heal Seelah: 1d4 + 1 ⇒ (1) + 1 = 2 cards.
End turn, reveal Spellmaster's Tricorne to add 2 to Cure recovery check.
Divine 8: 1d10 + 3 ⇒ (4) + 3 = 7 discarded
Reset hand, discarding Eye Patch.
Hand: Quarterstaff, Khopesh, Blessing of the Spellbound 1, Buckler (acquired), Spellmaster's Tricorne (acquired),
Displayed:
Deck: 6 Discard: 6 Buried: 1
Current Location: Merchant Marina
Hero Points: 3
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for EL-1A?: N
Middle of Deck (Unknown Order): Magic Leather Armor, Researcher, Chronicler, Holy Light, Blessing of Abraxas
Recharged: Blessing of the Spellbound 2,
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 |
Mel explores! Buccaneer. Discard Bracers of Protection.
Combat 9: 1d12 + 2d4 + 4 ⇒ (12) + (3, 3) + 4 = 22
I asploded his head. Recharge Noble Brat on the close.
Diplomacy 6: 1d12 + 1d6 + 2 ⇒ (8) + (3) + 2 = 13
Closed.
Hand: Blessing of the Gods A, Benevolent Buckler, Acid Jet, Amulet of Life, Dowsing Rod
Deck: 9 Discard: 4 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 |
flip BoGozreh
explore
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.
Parrot DC 7 wis: 1d10 ⇒ 9 acquired, discard Whip (location)
Discard BotArchdevil to explore
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.
Illuminate DC 6 divine: 1d10 + 1 ⇒ (4) + 1 = 5 Shirt Reroll
Illuminate DC 6 divine: 1d10 + 1 ⇒ (9) + 1 = 10 acquired
cast heal on self
heal self: 1d4 + 1 ⇒ (4) + 1 = 5 whole discard
EOT
n/a
RECOVERY
Cure DC 8 divine: 1d10 + 1 ⇒ (1) + 1 = 2 discarded
RESET
discard illuminate
Hand: Psychic Detective, Heretic's Fork*, Jinx Eater, CatONineTails, Parrot (acquired),
Displayed: Gambeson,
Deck: 11 Discard: 2 Buried: 1 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.
*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.
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.
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.
Zelhara the Descended |
Use a blessing from ramexes or mel
House of Stolen Kisses DC 7 dex: 2d8 ⇒ (1, 2) = 3 bury heretics fork to reroll and add 1 die
House of Stolen Kisses DC 7 dex: 3d8 ⇒ (1, 6, 5) = 12 guarded
If a blessing wasn't available then i'd do 1d8 -> 2d8 with heretics fork and then reroll again with parrot if able
Lirianne Hawkmoon |
Turn 18: The hour is Blessing of Milani.
Lirianne heads over to the House of Stolen Kisses.
Free exploration: Blessing of Pharasma
Intelligence 5: 1d8 ⇒ 6
Success
Acquired
Discard Blessing of the Pharasma to explore: Bloodbug
Matchlock Hackbut, Master Gunner (reload Matchlock Hackbut)
Combat 9: 1d10 + 2 + 1d12 + 1d4 ⇒ (10) + 2 + (7) + (3) = 22
Success
Defeated
Display Alchemical Cartridges.
Ending my turn.
Skills and Powers:Hand: Matchlock Hackbut, Pistol +1, Wheellock Pistol, Blessing of Alkenstar, 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: 4 Buried: 2 Displayed: 1
Notes: Reroll: Not Used, HP:3/3
Summary: @House of Stolen Kisses. Acquired card 3, banished card 4.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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
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 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
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
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
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.
Barrier C
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
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
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
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 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.
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
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
Axe
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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.
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
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 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
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
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.
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
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
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 C
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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
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 1
Traits
Accessory
Magic
Aquatic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Item 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 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item B
Traits
Object
Aquatic
Basic
Check
Wisdom
Perception
5
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
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
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 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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.
Turn: 19 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: 11
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 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 Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Docks
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Celeste,
Notes: Shirofune anchored here.
Merchant Marina
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes, Meligaster, Seelah,
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Notes: Hiro Yamashi displayed
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.
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:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Zelhara, Lirianne
Notes: Bloodbug
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
ACG - Seelah the Vengeful |
Seelah moves to the Harbor and encounters Master Scourge. Need a guard check form someone at the House of Kissyface.
Requesting a blessing from Jirelle on this check so he's not evaded. Also discarding a card to add 1d4.
BA Fortitude 7: 1d8 + 1 + 1d4 + 1d8 ⇒ (3) + 1 + (2) + (7) = 13
Will use my Longsword, reloading it for 1d4 and recharge my armor to add another 1d4.
Combat 12: 1d10 + 2 + 1d8 + 1d4 + 1d4 ⇒ (4) + 2 + (6) + (3) + (4) = 19 Defeated and Harbor is closed, assuming people don't botch the guard check. I take 1 Poison damage in the form of my Longspear. We build the Festhall with the Pirate Council.
Drew my Cure, so I'll use it on myself at the start of the next turn.
heals: 1d4 + 1 ⇒ (4) + 1 = 5 Divine: 1d8 + 0 ⇒ (8) + 0 = 8 Wow!
"
Hand: Cult Acolyte, Longsword (Core), Scale Mail,
Displayed:
Deck: 11 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. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-A: A Matter of Introduction
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
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
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 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.
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.
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.
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier C
Traits
Task
Fire
Elite
Check
Constitution
Fortitude
6
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 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 C
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
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 C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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
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 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 B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
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
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 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 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
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
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
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
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 1
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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
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 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
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 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 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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.
Ally B
Traits
Half-Elf
Bard
Elite
Check
Charisma
Diplomacy
6
Powers
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Ally 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.
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 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.
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
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 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 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.
Turn: 20 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: 10
Blessings Deck
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 Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Docks
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Celeste,
Notes: Shirofune anchored here.
Merchant Marina
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes, Meligaster, Seelah,
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
Harbor
At This Location: At the start of your turn, you may give a card to a character at another location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Hiro Yamashi displayed
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:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Zelhara, Lirianne
Notes: Bloodbug
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 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.
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.
Shrine to Besmara
At This Location: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards that have the Divine trait in your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:2 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
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.
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.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
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.
Ally 1
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Villain Monster B
Traits
Aristocrat
Captain
Pirate
Check
Charisma
Diplomacy
11
Powers
If undefeated, you may banish 1 plunder card per character to defeat The Pirate Council.
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.
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.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
MorkXII - Celeste |
Off-turn: Cast and recharge Good Omen.
Hour: BotGods
Move to Festhall.
Explore Festhall 1: Fireblade Banished.
Discard Appleslayer to explore Festhall 2: Draugr
Bury random card 1d4 ⇒ 4: Fox.
Cast Force Missile, discard Bestiary of Garund to add d8.
Combat 9: 1d10 + 2 + 2d4 + 1d8 ⇒ (1) + 2 + (1, 3) + (7) = 14 Defeated.
End of turn:
Recharge Force Missile.
Draw up to 6.
Skills and Powers:Hand: Acid Jet, Dazzle, Fiery Glare, Sage's Journal, 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: 3 Discard: 6 Buried: 2
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.
Lirianne Hawkmoon |
1 person marked this as a favorite. |
On Seelah's turn, Discard blessing of the Gods. And make a note that my guns want to talk to Seelah about getting my name right.
Skills and Powers:Hand: Matchlock Hackbut, Pistol +1, Wheellock Pistol, Blessing of AlkenstarSkills 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: 2 Displayed: 1
Notes: Reroll: Not Used, HP:3/3
Ramexes - WilderRedbeard |
Hour of the Gods
Move to Festhall
Explore card #3 (top):
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Reveal and discard Khopesh
Combat 11: 1d8 + 3 + 1d8 + 2 ⇒ (2) + 3 + (4) + 2 = 11 defeated
Examine top 2 card: Blessing of the Gods and Rosie Cusswell
Discard Blessing of the Spellbound to auto-acquire Gods, discard Gods to explore Ally:
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Diplomacy 6: 1d10 + 2 ⇒ (7) + 2 = 9 acquired
Discard Cusswell to explore:
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.
End turn and reset hand.
Hand: Quarterstaff, Holy Light, Magic Leather Armor, Buckler (acquired), Spellmaster's Tricorne (acquired),
Displayed:
Deck: 4 Discard: 10 Buried: 1
Current Location: Festhall
Hero Points: 3
NOTES:
Other: Dice Re-Roll Used for EL-1A?: N
Middle of Deck (Unknown Order): Chronicler, Blessing of Abraxas, Researcher
Recharged: Blessing of the Spellbound 2,
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).
Display Armor at start of Mel's turn.
MorkXII - Celeste |
DEVELOPMENT:
Surprisingly, your plan worked, and Hiro emerged satisfied from the festhall. While you have no idea how exactly he dealt with the chaotic assembly, he somehow struck a deal that allows the Shirofune to travel freely, while also gaining information on where to continue your quest.
SCENARIO REWARD:
ACQUIRED CARDS:
Weapon B Belaying Pin
Weapon B Fire Lance
Spell B Black Spot
Spell 1 Illuminate
Spell B Phantasmal Minion
Armor 1 Benevolent Buckler
Armor B Buckler
Armor B Magic Leather Armor
Item B Amulet of Life
Item B Bracers of Protection
Item 1 Potion of Heroism
Item B Powder Horn
Item 1 Spellmaster's Tricorne
Item B Spyglass
Item B Tot Flask
Ally B Cabin Boy
Ally 1 Conchobhar Turlach Shortstone
Ally C Fox
Ally B Parrot
Ally C Quartermaster
Ally 1 Rosie Cusswell
Blessing B Blessing of Pharasma
Blessing C Blessing of the Gods
MorkXII - Celeste |
1-B: The Surf War
According to one of the council members, a shrine of Tian architecture is known to be close to a nearby fishing village. It doesn‘t take long to get there, but you‘re greeted by a peculiar scene: All around the village, groups of grindylow are locked into mortal combat with sharks. It appears as if the village got in the way of an ongoing war between the aquatic pests, and you know where this is heading: You‘ll need to put a stop to this if you want the villagers to cooperate with you.
LOCATIONS:
1-Fishing Village
1-Hatchery
1-Sea Caves
2-Coastline
3-Riptide Cove
4-Beach
5-Sea Fort
6-Mangrove Swamp
SETUP:
STORY BANES:
DURING THIS SCENARIO:
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-B: The Surf War
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Lycanthrope
Pirate
Elite
Check
Combat
13
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Monster 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
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 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.
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.
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 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 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
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 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic
Check
Dexterity
Ranged
Craft
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon 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 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.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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
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
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 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.
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 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
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 C
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
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 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
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 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
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 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 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally B
Traits
Dwarf
Pirate
Basic
Check
Charisma
Diplomacy
9
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 C
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.
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
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 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
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Turn: 1 Meligaster/Eliandra
Top of Blessing Discard Pile: Blessing of Cayden Cailean
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
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
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
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.
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
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 C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier C
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
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
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
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
Monster C
Traits
Human
Cannibal
Basic
Check
Combat
10
Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.
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.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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 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.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant
Check
Combat
13
Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 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 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.
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.
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 1
Traits
Task
Elite
Check
Intelligence
Craft
7
Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Barrier 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
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.
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.
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic
Check
Combat
15
Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison Damage.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:0
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
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.
Item 1
Traits
Accessory
Magic
Aquatic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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.
Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
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.
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
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.
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:0
Ally 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
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.
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
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
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.
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.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
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.
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.
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.
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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:0
Weapon B
Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic
Check
Dexterity
Ranged
Craft
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
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.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Item C
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M:0 Ba:0 W:2 Sp:0 Ar:3 I:0 Al:1 Bl:0 ?:0
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.
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.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Firearm
Ranged
Piercing
Elite
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
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
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.
Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0
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.
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.
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.
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.
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.
MorkXII - Celeste |
Start at Hatchery.
Skills and Powers:Hand: Acid Jet, Good Omen, Bestiary of Garund, Thieves' Tools, Appleslayer, Blessing of the ElementsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10 +1
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-1B): Yes
Notes: Cards with useful powers listed below.
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 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.
Eliandra Giltessan |
Mangrove Swamp, unless someone else really wants it.
Hand: Blessing of the Gods B, Fiery Glare, Psychic Detective, Noble Brat, Blessing of Milani
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 |
Binder's Tome swapped in for Scrying Mirror.
Blessing of the Spellbound add in for empty spell spot.
Ramexes will start at Coastline
Hand: Holy Light, Binder's Tome, Magical Child, Blessing of the Spellbound 2, Blessing of Abraxas,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Coastline
Hero Points: 3
NOTES:
Available Support: Blessings available. Magical Child recharges to add the magic trait to any check. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
Other: Dice Re-Roll Used for EL-1B?: N
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of the Spellbound 1, Researcher, Apprentice, Quarterstaff, Khopesh, Fire Snake, Cure, Magic Leather Armor, Blessing of the Spellbound 3, Chronicler
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).
ACG - Seelah the Vengeful |
I'll start at Riptide Cove.
"
Hand: Topaz of Strength, Longspear, Splint Mail, Cure,
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 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 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)
Lirianne Hawkmoon |
I'll start at Sea Fort.
Skills and Powers:Hand: Dragon Pistol, Matchlock Hackbut, Pistol +1, Spyglass, 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:3/4
Zelhara the Descended |
think beach is unattended
Hand: Black Spot, Psychic Detective, Jinx Eater, BotArchdevils2, Gambeson,
Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: N 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 [X]+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:
Black Spot
Traits: Magic, Arcane, Divine, Veteran, Basic
Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
Recharge: Divine/Arcane 6
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: 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.
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.
Displayed descriptions:
Eliandra Giltessan |
Meligaster explores! Riptide Grindylow. Discard Noble Brat to mental him.
Combat 11: 1d12 + 2d4 + 5 ⇒ (12) + (3, 2) + 5 = 22
Mangrove Swamp to go again. Anudder Grindylow. BotG to mental him.
Combat 11: 1d12 + 2d4 + 3 ⇒ (11) + (2, 3) + 3 = 19
Good job, d12s! Mangrove Swamp once more! Lookout Duty.
Perception 7: 1d8 + 1d4 + 3 ⇒ (5) + (3) + 3 = 11
I’m done.
Hand: Acid Jet, Fiery Glare, Psychic Detective, Sage, Blessing of Milani
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 [x]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] 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 |
I just realized I didn't start with my favored card type. new hand:
Hand: Heretic's Fork*, Cure, Cult Acolyte, CatONineTails, BotAncients,
Displayed:
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 [X]+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, Divine, Healing
Banish to heal a local character 1d4+1 cards.
Recharge: Divine 8
*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: 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:
flip BoMilani
explore
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
use catoniinetails
Hammerhead Shark DC 10 combat: 1d10 + 2 + 3d4 ⇒ (1) + 2 + (2, 1, 2) = 8 shirt reroll
Hammerhead Shark DC 10 combat: 1d10 + 7 ⇒ (6) + 7 = 13 defeated
recharge BotAncients to examine/explore
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
Everyone can do a check
recharge cult acolyte
Treasure Hunt DC 8 int: 1d6 + 1d4 ⇒ (4) + (3) = 7 if no one passed their check I'll use my heretics fork to reroll and add a die
Then reset and end turn
Hand: Heretic's Fork*, Cure, Black Spot, CatONineTails, Whip,
Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: N 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 [X]+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:
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.
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
*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:
Lirianne Hawkmoon |
Turn 3: The hour is Blessing of the Gods
Free exploration: Riptide Grindylow
Matchlock Hackbut (shuffle Spyglass)
Combat 11: 1d10 + 3 + 1d12 ⇒ (9) + 3 + (6) = 18
Success
Defeated
Exploration (Sea Fort): Bucket Brigade
Looking for solutions....
Celeste's Blessing of the Elements
Constitution 6: 1d6 + 1d6 ⇒ (1) + (2) = 3
Reroll
Constitution 6: 1d6 + 2 ⇒ (2) + 2 = 4
Still failed
2 Fire Damage: Dragon Pistol, Matchlock Hackbutt
Banish 1 from Sea Fort, Sea Caves, and Riptide Cove.
Undefeated
Ending my turn.
Skills and Powers:Hand: Pistol +1, Buckler, Thieves' Tools, 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: 8 Discard: 2 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, HP:3/4
Summary: Banish card 6, banish 1 from Sea Fort and each unoccupied location. Shuffle siege deck.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-B: The Surf War
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Undead
Ghoul
Aquatic
Elite
Check
Combat
11
Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Monster 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 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 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.
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.
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.
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
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 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.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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 1
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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 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.
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
Basic
Check
Intelligence
Arcane
3
Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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 B
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
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.
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 1
Traits
Light Armor
Magic
Swashbuckling
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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.
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
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
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 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
Ally C
Traits
Animal
Aquatic
Elite
Check
Wisdom
Survival
8
Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
Ally B
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 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 C
Traits
Animal
Aquatic
Basic
Check
Wisdom
Survival
5
Powers
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
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.
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 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 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 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.
Turn: 4 Seelah/Cartmanbeck
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 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
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 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 C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant
Check
Combat
13
Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
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.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic
Check
Combat
15
Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison Damage.
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.
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
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.
Monster C
Traits
Human
Cannibal
Basic
Check
Combat
10
Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.
Monster 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 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.
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
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier C
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
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 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.
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.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 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.
Barrier 1
Traits
Task
Elite
Check
Intelligence
Craft
7
Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Barrier 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.
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 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.
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.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:0
Located here: Seelah
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
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.
Item 1
Traits
Accessory
Magic
Aquatic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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.
Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Celeste
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.
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
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.
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:0
Located here: Lirianne
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.
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
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
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.
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.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Ramexes
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.
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.
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.
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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:0
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Zelhara
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.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Item C
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M:0 Ba:0 W:2 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:0
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.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Firearm
Ranged
Piercing
Elite
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
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
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.
Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Mel
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.
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.
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.
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.
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.
Ramexes - WilderRedbeard |
I also didn't start with my favoured card type. Updated hand:
Hand: Quarterstaff, Fire Snake, Cure, Apprentice, Blessing of the Spellbound 3,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Coastline
Hero Points: 3
NOTES:
Available Support: Blessings available. Magical Child recharges to add the magic trait to any check. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
Other: Dice Re-Roll Used for EL-1B?: N
Attempting Treasure Hunt, recharging Ally.
Intelligence 7: 1d6 + 1d4 ⇒ (4) + (2) = 6 failedACG - Seelah the Vengeful |
Can't do Treasure Hunt.
Seelah explores the siege deck to find a Marine. I'll recharge my armor to add 1d4 and get it out of my hand.
Combat 8+1=9: 1d10 + 2 + 1d8 + 1d4 ⇒ (2) + 2 + (5) + (3) = 12 Defeated!
"
Hand: Topaz of Strength, Longspear, Blessing of the Quartermaster 2, Cure,
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 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 ([X] 1d6) and the Magic trait. ([X] If you would discard an armor or a blessing for this power, you may recharge it instead.) (□ You may also do so if you would discard a spell for this power.)
MorkXII - Celeste |
Explore Siege Deck 2: Bunyip
Fail BA Wisdom check.
Cast Acid Jet. Discard Bestiary of Garund for a d8.
Combat 9+1=10: 1d10 + 3 + 1d6 + 1d8 ⇒ (9) + 3 + (3) + (8) = 23 Defeated.
Discard Appleslayer to move to Sea Fort, examine Siege Deck 3: Zombie, and choose not to explore because I'm out of attack spells.
End of turn:
Recharge Acid Jet.
Draw up to 6.
Skills and Powers:Hand: Fiery Glare, Good Omen, Life Drain, Sage's Journal, Thieves' Tools, Blessing of the ElementsSkills STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10 +1
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: 7 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (EL-1B): Yes
Notes: Cards with useful powers listed below.
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.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 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.
MorkXII - Celeste |
During This Adventure: Adventure 1: Welcome to the Shackles
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: 1-B: The Surf War
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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 B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Monster 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
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
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
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 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
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.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 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
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
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 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
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 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 1
Traits
Magic
Arcane
Divine
Attack
Elite
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
3
Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
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 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
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 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 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.
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.
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
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 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
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Ally C
Traits
Human
Pirate
Basic
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
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 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
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.
Turn: 6 Ramexes/WilderRedbeard
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: 24
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
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 C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant
Check
Combat
13
Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
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.
Henchman Monster C
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic
Check
Combat
15
Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison Damage.
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.
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
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.
Monster C
Traits
Human
Cannibal
Basic
Check
Combat
10
Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.
Monster 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 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.
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
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier C
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
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 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.
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.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 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.
Barrier 1
Traits
Task
Elite
Check
Intelligence
Craft
7
Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Barrier 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.
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 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.
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.
Henchman Monster B
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman Monster 1
Traits
Aberration
Goblin
Aquatic
Check
Combat
11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:0
Located here: Seelah
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
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.
Item 1
Traits
Accessory
Magic
Aquatic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
Craft
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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.
Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Celeste
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.
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
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.
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:0
Located here: Lirianne
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.
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
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
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.
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.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Ramexes
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.
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.
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.
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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:0
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Zelhara
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.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Item C
Traits
Tool
Alchemical
Basic
Check
Ranged
Intelligence
Craft
6
Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M:0 Ba:0 W:2 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:0
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.
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Firearm
Ranged
Piercing
Elite
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
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
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.
Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Mel
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.
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.
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.
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.
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.
Ramexes - WilderRedbeard |
Hour of the Gods
Explore Siege Deck card 1:
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 ⇒ (1) + 3 + (6) + (1) = 11 defeated
Examine top 2 cards of siege deck: Hammerhead Shark (Henchman Monster C) & Tiger Shark (Monster 1)
Discard Apprentice to encounter.
Traits
Animal
Aquatic
Veteran
Check
Combat
9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat 9+1=10: 1d8 + 3 + 1d6 + 1d8 ⇒ (4) + 3 + (5) + (6) = 18 defeated
Examine top 2 cards of siege deck: Tiger Shark (Monster 1) & Riptide Grindylow (Henchman Monster 1)
Bury Apprentice from discard to explore next card:
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
Combat 11: 1d8 + 3 + 1d6 + 1d8 ⇒ (1) + 3 + (2) + (3) = 9 Paizo re-roll the 1st d8
Combat 11: 1d8 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14 defeated
Examine top 2 cards of siege deck: Riptide Grindylow (Henchman Monster 1) & Bloodbug (Monster 1)
End turn and reset hand
Hand: Quarterstaff, Magic Leather Armor, Binder's Tome, Blessing of the Spellbound 2, Blessing of the Gods,
Displayed:
Deck: 10 Discard: 0 Buried: 1
Current Location: Coastline
Hero Points: 3
NOTES:
Available Support: Blessings available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check. Armor will be displayed at start of Mel's turn.
Other: Dice Re-Roll Used for EL-1B?: Y
Middle of Deck (Unknown Order): Blessing of the Spellbound 1, Blessing of Abraxas, Khopesh, Holy Light, Chronicler, Magical Child, Researcher
Recharged: Cure, Blessing of the Spellbound 3, Fire Snake,
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 |
Grindylow! Discard Acid Jet to mental him.
Combat 11: 1d12 + 2d4 + 5 ⇒ (2) + (1, 4) + 5 = 12
Mangrove Swamp to go again! Sage to mental him.
Combat 9: 1d12 + 2d4 + 3 ⇒ (3) + (4, 3) + 3 = 13
Dead bug. I’m done.
Hand: Padded Armor, Fiery Glare, Psychic Detective, Guard, Blessing of Milani
Deck: 6 Discard: 4 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 [x]+1 [ ]+2 [ ]+3 [ ]+4
.[ ]Arcane:[/b] Charisma +1
.[ ]Diplomacy:[/b] Charisma +2
POWERS HAND SIZE 5 [ ] 6
PROFICIENCIES Light Armors
For your combat check, you may discard a card to use your Arcane Skill +1d4 ([ ] 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([ ] 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