[PACG] Emerald Legacy [MorkXII]

Game Master MorkXII


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Discarding Blessing of the Gods for Seelah

Turn 18: Hour is Blessing of the Gods.
@Safehouse

Free exploration: Random
4 or 6?: 1d2 ⇒ 2 Card 6: Chain Shirt
Constitution 4: 1d6 ⇒ 4
Success
Acquired

Discard Quartermaster to explore: Chain Mail
Constitution 3: 1d6 ⇒ 4
Success
Acquired

Attempting to close Safehouse
Automatically closed.

Ending my turn.
Recharging Magic Wooden Armor.

Lirianne wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
Proficient with Light Armors | Weapons
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

Hand: Wheellock Pistol, Buckler Gun, Chain Mail, Chain Shirt, Spyglass, Blessing of Alkenstar
Deck: 6 Discard: 6 Buried: 0 Displayed: 1
Notes: Reroll: Used, HP:3/5

Summary: Acquired cards 4 and 6 from Safehouse. Safehouse closed.


Seelah will continue to clear the drunken idiots from the Alehouse.

Explore to find a Master-at-Arms.
A well-armored man eyes Seelah provocatively. She scoffs inwardly, but smiles at him. I'll discard the top card of my deck to add 1d6: BotQuartermaster, so it recharges.
Diplomacy 8: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14 Acquired. I'll recharge him and draw a card, which is a BotArchdevils.
She convinces him quite easily to go buy her a drink, then continues looking around.

Recharge BoArchdevils since I have 2 in hand to explore again. A Carver.
Another man eyes Seelah, smiling at her with a smile filled with malice. This one, she genuinely likes. Another discard from my deck: Scale Mail, which also recharges.

Diplomacy 6: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (5) = 15 Acquired.
To the Carver, Seelah promises a night of debauchery, if he would only go rent the room for them from the nearest Inn. He dances off gleefully.
Also recharging him to draw a card: Splint Mail.

Discarding the other BoArchdevils to explore again, a Sap. She'll let that banish.

Going to cast Cure to get my other one of out discards and this one out of my hand, and recharge my armor to add 1d6 to the recharge check at the end of turn..
heals: 1d4 + 1 ⇒ (3) + 1 = 4 recharge: 1d8 + 0 + 1d6 ⇒ (7) + 0 + (4) = 11 Recharged.

"

Seelah the Vengeful wrote:

Hand: Blessing of the Archdevils, Warhammer +1, Longsword (Core),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2/3
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.

Skills and Powers:
SKILLS

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

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

"


Hour: BotGods

Move to House of Stolen Kisses.

Explore: Nefti Unwesha
Shuffle Acid Jet into 1d4 ⇒ 4: HoSK.
Bury Sage's Journal to add Knowledge, reveal an ally for +1. Discard BotG to bless.
Charisma 13: 1d10 + 1 + 1d8 + 2 + 1 + 1d10 ⇒ (4) + 1 + (8) + 2 + 1 + (8) = 24 Defeated, escapes.
HoSK closes.
Draw from discard: Falcata +1.

End of turn:
Recharge Falcata +1 to examine Alehouse 1: Master Gunner

Draw up to 6.

Celeste wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
Knowledge +2
Survival +3
WISDOM d6
CHARISMA d10 +1
Arcane +2

Powers
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

Hand: Force Missile, Bestiary of Garund, Lookout, Zae, Blessing of Pharasma, Blessing of the Elements
Displayed: 0
Deck: 6 Discard: 7 Buried: 2
Hero Points: 3 Shirt Reroll Available (EL-1C): Yes
Notes: Cards with useful powers listed below.
Force Missile:
Force Missile
Spell 0

Traits
Magic
Arcane
Attack
Force

Checks
Intelligence
Arcane
4

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

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Checks
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-B: The Surf War

  • Villain: Nefti Unwesha
  • Henchmen: Random Allies
  • Ship: Shirofune (anchored at the Docks)
  • When you examine a boon in a location deck, shuffle it.
  • Locations may not be guarded.
  • To win the scenario, corner and defeat Nefti Unwesha.
    Hiro Yamashi:
    Hiro Yamashi
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Monster 4
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Monster 5
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Barrier 2
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Barrier 3
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Barrier 4
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 5
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 2
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Weapon 3
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 5
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Fortified Leather Armor
    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 3
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 5
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Item 2
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

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

    Item 4
    Spoiler:
    Thieves' Tools
    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 5
    Spoiler:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Random Allies:
    Ally 1
    Spoiler:
    Chanty Singer
    Ally B

    Traits
    Half-Elf
    Bard
    Elite

    Check
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Turn: 21 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Meligaster)
    Spoiler:
    Kaze the Ruthless
    Villain Monster B

    Traits
    Trigger
    Human
    Ninja
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of checks to defeat Kaze the Ruthless is increased by the scenario's adventure deck number.
    When you examine this card, or when you discard this card from the blessings deck, you are dealt 1d4 Poison damage, then shuffle this card into a random open location.
    [ ] Kaze the Ruthless may not be evaded.
    [ ] Before you act, you are dealt 1d4 poison damage.
    [ ] After you act, bury a random card from you hand.
    After the encounter, if Kaze the Ruthless is not cornered, advance the blessings deck, then shuffle him into it.

    Blessings Deck Card 2 (Turn 23 Zelhara)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 24 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 25 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 26 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 27 Ramexes)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 28 Meligaster)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 29 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 30 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 31 Seelah)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 32 Celeste)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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
    Notes: Ship here.

    Safe House
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    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, Zelhara
    Notes:

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Pistol

    Tengu Rookery Card 1:
    Quartermaster
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 2:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tengu Rookery Card 3:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

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

    Tengu Rookery Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Tengu Rookery Card 5:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Tengu Rookery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Tengu Rookery Card 7:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Tengu Rookery Card 8:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Tengu Rookery Card 9:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Tengu Rookery Card 10:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:1 Bl:0 ?:1
    Notes: Cohort Hiro Yamashi displayed here

    Seaside Warehouse Card 1:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Seaside Warehouse Card 2:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Seaside Warehouse Card 3:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Seaside Warehouse Card 4:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Seaside Warehouse Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Seaside Warehouse Card 6:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Seaside Warehouse Card 7:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Seaside Warehouse Card 8:
    Potion of Lucubration
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Seaside Warehouse Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Seaside Warehouse Card 10:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Seaside Warehouse Card 11:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

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

    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
    Located here: Meligaster, Ramexes,
    Notes:

    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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Seelah,
    Notes: Sap

    Alehouse Card 1 - Master Gunner:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Alehouse Card 2:
    Nefti Unwesha
    Villain Monster B

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    13

    Powers
    Before you act, choose a card from your hand and shuffle it into a random open location deck.
    You may reveal any number of allies; for each ally revealed, add 1 to your check to defeat.

    Alehouse Card 3:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

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

    Alehouse Card 4:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Fishing Village
    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

    House of Stolen Kisses
    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,


  • Hour of the Gods
    Move to Alehouse

    Ramexes fancies joining Seelah for a drink and heads to the Alehouse.

    Explore:

    Master Gunner:
    Ally B
    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Reveal Binder's Tome
    Diplomacy 8: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 failed, banished

    He attempts to convince a seasoned gunner to buy the old oracle a drink but he the gunner seems to be distracted by Seelah.

    Bury Chronicler from discard to explore:

    Nefti Unwesha:
    Villain Monster B
    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    13

    Powers
    Before you act, choose a card from your hand and shuffle it into a random open location deck.
    You may reveal any number of allies; for each ally revealed, add 1 to your check to defeat.

    BYA - choose Whip and shuffle it into a random open location: 1d3 ⇒ 2 Seaside Warehouse
    [ooc]Reveal Binder's Tome, request Zelhara recharge BotAncients
    Diplomacy 13: 2d10 + 2 + 1d4 ⇒ (1, 9) + 2 + (4) = 16 defated
    Location closed. No allies to recharge

    While his chronicler is fetching him a drink, Ramexes notices a dimly lit corner table with a shadowy figure hunched over a drink. He approaches and is pleased that he chanced following up on his initial assumption. It's none other than the smuggler they had been scouring the harbour town for. He sits down and foregoes the pleasantries to instead begin his silver-tongued persuasion of the notorious Nefti Unwesha. Her nervous eyes dart around the room and she is up and out the door before Ramexes can finish his sentence.

    End turn and reset hand.

    Ramexes wrote:

    Hand: Khopesh, Cure, Fire Snake, Binder's Tome, Blessing of the Spellbound 2,

    Displayed:
    Deck: 8 Discard: 5 Buried: 4
    Current Location: Alehouse
    Hero Points: 3
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-1C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Leather Armor, Blessing of the Spellbound 3, Blessing of Abraxas
    Recharged: Blessing of the Spellbound 1, Holy Light, Lookout 1 (acquired), Magical Child, Lookout 2 (acquired),
    Discard Pile: Amulet of Life (acquired), Eye Patch (acquired), Quarterstaff, Blessing of the Gods, Belaying Pin (acquired),
    Buried Pile: Master-At-Arms (acquired), Apprentice 2, Apprentice 1, Chronicler,

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

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

    Silver Crusade

    Flip hourglass. It’s Kaze! He deals me 1d4 ⇒ 4 poison damage. Owwww. Lose everything but the giant rock crab. Kaze goes to 1d2 ⇒ 2 Seaside Warehouse.

    Head to Seaside Warehouse. Explore Card - 12 is villain or blessing, 13 is Kaze.: 1d13 ⇒ 11 Harpoon.

    Dex 7: 1d8 ⇒ 7

    Goes under card.

    Hand: Giant Rock Crab, Padded Armor, Noble Brat, Guard, Idorii
    Deck: 3 Discard: 13 Buried: 1
    Displayed: Notes:

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

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


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-B: The Surf War

  • Villain: Nefti Unwesha
  • Henchmen: Random Allies
  • Ship: Shirofune (anchored at the Docks)
  • When you examine a boon in a location deck, shuffle it.
  • Locations may not be guarded.
  • To win the scenario, corner and defeat Nefti Unwesha.
    Hiro Yamashi:
    Hiro Yamashi
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

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

    Monster 3
    Spoiler:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Monster 4
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 2
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

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

    Barrier 3
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Barrier 4
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 5
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 2
    Spoiler:
    Repelling Pike +1
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

    Weapon 3
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.

    Weapon 4
    Spoiler:
    Pistol
    Weapon C

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Weapon 5
    Spoiler:
    Pistol +1
    Weapon C

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    Inflict
    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 2
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Fortified Leather Armor
    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 2
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 3
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Item 2
    Spoiler:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

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

    Item 3
    Spoiler:
    Powder Horn
    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.

    Item 4
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Item 5
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Sailor
    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.

    Ally 3
    Spoiler:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 4
    Spoiler:
    Boatswain
    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 5
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Turn: 23 Zelhara/Redeux

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 24 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 2 (Turn 25 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 3 (Turn 26 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 27 Ramexes)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 28 Meligaster)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 29 Zelhara)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 30 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 31 Seelah)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 32 Celeste)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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
    Notes: Ship here.

    Safe House
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    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, Zelhara
    Notes:

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:2
    Notes: Pistol

    Tengu Rookery Card 1:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Tengu Rookery Card 2:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Tengu Rookery Card 3:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Tengu Rookery Card 4:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tengu Rookery Card 5:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Tengu Rookery Card 6:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

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

    Tengu Rookery Card 7:
    Nefti Unwesha
    Villain Monster B

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    13

    Powers
    Before you act, choose a card from your hand and shuffle it into a random open location deck.
    You may reveal any number of allies; for each ally revealed, add 1 to your check to defeat.

    Tengu Rookery Card 8:
    Quartermaster
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 9:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Tengu Rookery Card 10:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Tengu Rookery Card 11:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:1 Bl:0 ?:3
    Notes: Kaze.
    Cohort Hiro Yamashi displayed here

    Seaside Warehouse Card 1:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Seaside Warehouse Card 2:
    Kaze the Ruthless
    Villain Monster B

    Traits
    Trigger
    Human
    Ninja
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of checks to defeat Kaze the Ruthless is increased by the scenario's adventure deck number.
    When you examine this card, or when you discard this card from the blessings deck, you are dealt 1d4 Poison damage, then shuffle this card into a random open location.
    [ ] Kaze the Ruthless may not be evaded.
    [ ] Before you act, you are dealt 1d4 poison damage.
    [ ] After you act, bury a random card from you hand.
    After the encounter, if Kaze the Ruthless is not cornered, advance the blessings deck, then shuffle him into it.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Seaside Warehouse Card 5:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Seaside Warehouse Card 6:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Seaside Warehouse Card 7:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Seaside Warehouse Card 8:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Seaside Warehouse Card 9:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Seaside Warehouse Card 10:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Seaside Warehouse Card 11:
    Potion of Lucubration
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Seaside Warehouse Card 12:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Seaside Warehouse Card 13:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    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
    Located here: Meligaster,
    Notes:

    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: Ramexes, Seelah,
    Notes: Sap

    Fishing Village
    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

    House of Stolen Kisses
    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,


  • deck handler

    Zelhara moves to Tengu Rookery

    Explore

    Tengu Rookery Card 1: :

    Blessing of Milani
    Blessing B
    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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


    BoMilani DC 5 divine: 1d10 + 2 ⇒ (5) + 2 = 7 acquired

    Discard BoAsmodeus to explore

    Tengu Rookery Card 2:
    Taking on Water
    Barrier 1
    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.


    Recharge cult acolyte and ukobach for 2d4, use bomilani trying to empty hand for an item to guard/close
    Taking on Water DC 7 con: 2d6 + 2d4 ⇒ (1, 2) + (1, 4) = 8 defeated

    EOT
    n/a

    RECOVERy
    n/a

    RESET
    I DIDN"T DRAW AN ITEM SO I CANNOT GUARD/CLOSE

    Zelhara wrote:

    Hand: Cure, CatONineTails, Black Spot, Rapier, Psychic Detective,

    Displayed: Gambeson,
    Deck: 8 Discard: 2 Buried: 2 Shirt Reroll Available: N Hero Points: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d8 []+1 []+2 []+3
    Constitution d6 []+1 []+2
    Intelligence d6 []+1
    Wisdom d10 [X]+1 []+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).

    "

    Card Descriptions:

    Hand descriptions:
    Rapier
    Spoiler:
    Rapier
    Trits: Sword, Melee, Piercing, Finesse, Swashbuckling
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    CatONineTails
    Spoiler:
    CatONineTails
    Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing
    Banish to heal a local character 1d4+1 cards.
    Recharge: Divine 8
    Psychic Detective
    Spoiler:
    Psychic Detective
    Traits: Elf, Investigator, Basic
    Recharge this card to add 1d6 to your Knowledge or Perception check.
    Discard this card to examine the top card of your location deck, then you may explore your location.

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


    Turn 24: The hour is Blessing of the Gods.

    Lirianne heads to the Seaside Warehouse.

    Free exploration: Masterwork Tools
    Dexterity 7: 1d10 + 1 ⇒ (7) + 1 = 8
    Success
    Acquired: Under location.

    Discard Blessing of Alkenstar to explore: Kaze the Ruthless
    Wheellock Pistol (bury Chain Shirt)
    Combat 14: 1d10 + 3 + 1d6 + 1d10 ⇒ (6) + 3 + (1) + (10) = 20
    Success
    Defeated

    Kaze goes back into the hourglass.
    Nefti is not in the Seaside Warehouse, so it closes.
    Masterwork Tools added to my hand.

    Ending my turn.

    Lirianne wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

    Hand: Matchlock Hackbut, Wheellock Pistol, Buckler Gun, Chain Mail, Masterwork Tools, Spyglass
    Deck: 5 Discard: 7 Buried: 1 Displayed: 1
    Notes: Reroll: Used, HP:3/5

    Summary: Moved to Seaside Warehouse. Acquired card 1, defeated Kaze (card 2). Location closed.


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-B: The Surf War

  • Villain: Nefti Unwesha
  • Henchmen: Random Allies
  • Ship: Shirofune (anchored at the Docks)
  • When you examine a boon in a location deck, shuffle it.
  • Locations may not be guarded.
  • To win the scenario, corner and defeat Nefti Unwesha.
    Hiro Yamashi:
    Hiro Yamashi
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

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

    Monster 3
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Monster 4
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Monster 5
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 3
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 4
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Barrier 5
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 2
    Spoiler:
    Boarding Pike
    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 3
    Spoiler:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Weapon 4
    Spoiler:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Weapon 5
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Magic Weapon
    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.

    Spell 3
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 4
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 2
    Spoiler:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 5
    Spoiler:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    Deckhand
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Joseph 'Jack' Scrimshaw
    Ally C

    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Parrot
    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 5
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Turn: 25 Seelah/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 26 Celeste)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 27 Ramexes)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 28 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 29 Zelhara)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 30 Lirianne)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 31 Seelah)
    Spoiler:
    Kaze the Ruthless
    Villain Monster B

    Traits
    Trigger
    Human
    Ninja
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of checks to defeat Kaze the Ruthless is increased by the scenario's adventure deck number.
    When you examine this card, or when you discard this card from the blessings deck, you are dealt 1d4 Poison damage, then shuffle this card into a random open location.
    [ ] Kaze the Ruthless may not be evaded.
    [ ] Before you act, you are dealt 1d4 poison damage.
    [ ] After you act, bury a random card from you hand.
    After the encounter, if Kaze the Ruthless is not cornered, advance the blessings deck, then shuffle him into it.

    Blessings Deck Card 7 (Turn 32 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    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
    Notes: Ship here.

    Safe House
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Zelhara
    Notes: Pistol, Cohort Hiro Yamashi displayed here

    Tengu Rookery Card 1:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Tengu Rookery Card 2:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Tengu Rookery Card 3:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Tengu Rookery Card 4:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

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

    Tengu Rookery Card 5:
    Nefti Unwesha
    Villain Monster B

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    13

    Powers
    Before you act, choose a card from your hand and shuffle it into a random open location deck.
    You may reveal any number of allies; for each ally revealed, add 1 to your check to defeat.

    Tengu Rookery Card 6:
    Quartermaster
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 7:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Tengu Rookery Card 8:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Tengu Rookery Card 9:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Seaside Warehouse
    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:

    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
    Located here: Meligaster,
    Notes:

    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: Ramexes, Seelah,
    Notes:

    Fishing Village
    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

    House of Stolen Kisses
    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,


  • Seelah heads to the Rookery and explores to find a Pistol, which she promptly ignores.

    Second explore finds her a Master Gunner ally. Discarding the top card of my deck (Carver) to add 1d6.
    Diplomacy 8: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8 Acquired.

    Using him to explore again, Bracers of Protection.
    Intelligence 3: 1d4 ⇒ 1 Banished.

    "

    Seelah the Vengeful wrote:

    Hand: Blessing of the Archdevils 2, Warhammer +1, Cure (Core), Longsword (Core),

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 2/3
    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.

    Skills and Powers:
    SKILLS

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

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

    "


    Hour: Blessing of Achaekek

    Reveal Zae to recharge Appleslayer.

    Move to Rookery.
    Explore card 4: Blood Moon Pirate
    Cast Force Missile, discard Blessing of Pharasma
    Combat 13: 1d10 + 3 + 2d4 + 2d10 ⇒ (10) + 3 + (2, 4) + (4, 5) = 28 Defeated.

    Recharge Lookout to examine card 5: Nefti Unwesha

    [ooc]Discard BotElements to explore: Nefti Unwesha
    Shuffle Zae into the location deck.
    Reveal Bestiary of Garund for +d4, someone plays a blessing. Seelah discards a card from her deck for +d6
    Charisma 13: 1d10 + 1 + 1d4 + 1d10 + 1d6 ⇒ (1) + 1 + (2) + (10) + (3) = 17 Defeated, we win!


    DEVELOPMENT:
    You‘ve been ambushed by Kaze, one of Masao‘s henchman, but were able to defend Hiro. Once you found Nefti and convinced her with coin, she drew you a map to the shrine and explained that your earlier encounter was a coincidence: Kaze was actually here in search for an artifact.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Each character draws a random, non-basic ally that has the Pirate trait from the box. 1d11 + 1d10 + 1d9 + 1d8 + 1d7 + 1d6 ⇒ (4) + (10) + (3) + (6) + (4) + (2) = 29
  • Kaze the Ruthless gains a power feat.
    Kaze the Ruthless:
    Kaze the Ruthless
    Villain Monster B

    Traits
    Trigger
    Human
    Ninja
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of checks to defeat Kaze the Ruthless is increased by the scenario's adventure deck number.
    When you examine this card, or when you discard this card from the blessings deck, you are dealt 1d4 Poison damage, then shuffle this card into a random open location.
    [ ] Kaze the Ruthless may not be evaded.
    [ ] Before you act, you are dealt 1d4 poison damage.
    [ ] After you act, bury a random card from you hand.
    After the encounter, if Kaze the Ruthless is not cornered, advance the blessings deck, then shuffle him into it.

    ACQUIRED CARDS:
    Weapon B Belaying Pin
    Weapon 1 Falcata +1
    Weapon B Longbow
    Weapon B Musket
    Weapon 1 Pepperbox
    Weapon B Pistol
    Weapon B Whip
    Spell C Phantasmal Minion
    Armor B Chain Mail
    Armor B Chain Shirt
    Armor 1 Magic Wooden Armor
    Item B Amulet of Life
    Item C Eye Patch
    Item B Eye Patch
    Item B Eye Patch
    Item B Masterwork Tools
    Item B Potion of Glibness
    Item B Thieves' Tools
    Ally 1 Ambrose 'Fishguts' Kroop
    Ally C Besmaran Priest
    Ally B Besmaran Priest
    Ally C Carver
    Ally 1 Conchobhar Turlach Shortstone
    Ally 1 Cut-Throat Grok
    Ally C Dodo
    Ally C Fox
    Ally B Heartbreak Hinsin
    Ally B Lookout
    Ally C Lookout
    Ally B Lookout
    Ally B Master Gunner
    Ally C Master-at-Arms
    Ally B Master-at-Arms
    Ally 1 Sandara Quinn
    Ally 1 Tidepool Dragon
    Blessing B Blessing of Milani


  • Ally 1: 1d1000 ⇒ 499

    Power feat will be spent on a Blessing card feat.

    Silver Crusade

    Armor 1: 1d1000 ⇒ 559

    Hero point Ally card feat.


    1-D Swamp of Pests
    The map that Nefti has drawn for you sends you back to the fishing village you visited earlier and leads you further inland. It doesn't take long until you arrive at a region that the locals only refer to as the Swamp of Pests; a fitting name, considering the abundance of mosquitoes and other critters that quickly start to annoy you. Given your relative inexperience with this kind of terrain, Umiko steps forward and offers to guide your group, which is an offer you happily accept.

    LOCATIONS:
    1-Fishing Village
    1-Jungle
    1-Mangrove Swamp
    2-Fog Bank
    3-Hatchery
    4-Riptide Cove
    5-Beach
    6-Sea Caves

    SETUP:

  • After building location decks, display the cohort Umiko Sensei next to a random location.

    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.


  • Plunder: 1d6 ⇒ 4
    Umiko cohort: 1d8 ⇒ 7


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

    Powers
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    Monster 3
    Spoiler:
    Reefclaw
    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 4
    Spoiler:
    Comozant Wyrd
    Monster C

    Traits
    Outsider
    Elemental
    Incorporeal
    Elite

    Check
    Combat
    10

    Powers
    The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
    If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

    Monster 5
    Spoiler:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Barrier 2
    Spoiler:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 3
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 4
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Barrier 5
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dragon Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Weapon 2
    Spoiler:
    Boarding Pike
    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 3
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 4
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

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

    Spell 2
    Spoiler:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 4
    Spoiler:
    Magic Wooden Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Random Items:
    Item 1
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Item 2
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Item 3
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Item 4
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Item 5
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Ally 2
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Ally 5
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Meligaster)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 Lirianne)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 6 Celeste)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 7 Ramexes)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 9 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 12 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 16 (Turn 17 Seelah)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 18 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 19 (Turn 20 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 20 (Turn 21 Zelhara)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 23 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 24 (Turn 25 Ramexes)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 26 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 26 (Turn 27 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 27 (Turn 28 Lirianne)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 28 (Turn 29 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 29 (Turn 30 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    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:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Fishing Village Card 1:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Fishing Village Card 2:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Fishing Village Card 3:
    Longsword
    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.

    Fishing Village Card 4:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fishing Village Card 5:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Fishing Village Card 6:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Fishing Village Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 8:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Fishing Village Card 9:
    Parrot
    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.

    Fishing Village Card 10:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

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

    Jungle Card 1:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Jungle Card 2:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 3:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 4:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 5:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Jungle Card 6:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Jungle Card 7:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Jungle Card 8:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 9:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 10:
    Potion of Healing
    Item C

    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.

    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:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Mangrove Swamp Card 1:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 2:
    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.

    Mangrove Swamp Card 3:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 4:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Mangrove Swamp Card 5:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Mangrove Swamp Card 6:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Mangrove Swamp Card 7:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 8:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 9:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Mangrove Swamp Card 10:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Fog Bank Card 1:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Fog Bank Card 2:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 3:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Fog Bank Card 4:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Fog Bank Card 5:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 6:
    Fear
    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.

    Fog Bank Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 8:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Fog Bank Card 9:
    Pirate Hunting
    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.

    Fog Bank Card 10:
    Buoyancy
    Spell C

    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.

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Hatchery Card 1:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 2:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 3:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 4:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 5:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 6:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 7:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 8:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    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:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

    Riptide Cove Card 1:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Riptide Cove Card 2:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Riptide Cove Card 3:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Riptide Cove Card 4:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Riptide Cove Card 5:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Riptide Cove Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

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

    Riptide Cove Card 7:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

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

    Riptide Cove Card 8:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.

    Riptide Cove Card 9:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Riptide Cove Card 10:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Umiko displayed

    Beach Card 1:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Beach Card 2:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 3:
    Acolyte
    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.

    Beach Card 4:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 5:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 6:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Beach Card 7:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 8:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Beach Card 9:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 10:
    Blunderbuss
    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.

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

    Sea Caves Card 1:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Sea Caves Card 2:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Sea Caves Card 3:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Sea Caves Card 4:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Sea Caves Card 5:
    Fox
    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.

    Sea Caves Card 6:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Sea Caves Card 7:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Sea Caves Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Sea Caves Card 9:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

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

    Sea Caves Card 10:
    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.


  • Start at Beach.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +1
    Arcane +2

    Powers
    Hand Size 6 [X2] 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 [X1] 6 ☐ 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Acid Jet, Good Omen, Life Drain, Bestiary of Garund, Zae, Blessing of Pharasma, Blessing of the Ancients
    Displayed: 0
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-1D): Yes
    Notes: Cards with useful powers listed below.
    Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Checks
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Checks
    Divine
    3

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


    deck handler

    start at jungle

    Zelhara wrote:

    Hand: Ukobach, Cult Acolyte, Gambeson, Spiked Chain+1, Black Spot,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

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

    "

    Card Descriptions:

    Hand descriptions:
    Spiked Chain+1
    Spoiler:
    Spiked Chain+1
    Traits: Chain, Melee, Piercing, Finesse, Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Gambeson
    Spoiler:
    Gambeson
    Traits: Light Armor, Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
    Cult Acolyte
    Spoiler:
    Cult Acolyte
    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.
    Ukobach
    Spoiler:
    Ukobach
    Traits: Outsider, Devil, Basic
    Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.

    Displayed descriptions:
    "

    Silver Crusade

    Start at Fishing Village.

    Hand: Guard, Ruby of Charisma, Dreamcatcher, Blessing of Milani, Vexing Daredevil
    Deck: 11 Discard: 0 Buried: 1
    Displayed: Notes:

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

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


    Start at Fog Bank.
    "

    Seelah the Vengeful wrote:

    Hand: Blessing of the Quartermaster 2, Scale Mail, Rings of Bondage, Cure,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 2/3
    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.

    Skills and Powers:
    SKILLS

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

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

    "


    Druid of the Flame in for Magical Child.
    Start at Beach.

    Ramexes wrote:

    Hand: Khopesh, Quarterstaff, Magic Leather Armor, Apprentice 1, Druid of the Flame, Blessing of Abraxas,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Beach
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for EL-1C?: N

    Start of turn: Hour of the Gods

    Display Magic Leather Armor
    Move to Sea Caves

    Explore:

    Selissa:
    Villain Monster 3
    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Pausing for location guarding.

    Silver Crusade

    Diplomacy 8: 1d12 + 3 ⇒ (12) + 3 = 15

    Fishing Village guarded.


    deck handler

    Jungle dc 6 wis: 1d10 + 1 ⇒ (6) + 1 = 7

    ship anchored so im with the ship


    At the Fishing Village with everyone else on the anchored ship.

    Lirianne wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

    Hand: Shock Musket +1, Thieves' Tools, Quartermaster, Blessing of Alkenstar, Blessing of the Gods, Blessing of the Gods
    Deck: 10 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Used, HP:3/5


    Sorry, all. I missed the anchored ship as well.
    Continuing turn. BA Poison damage: 1d4 - 1 ⇒ (3) - 1 = 2
    Bury Armor.
    Request Mel's Milani.
    Wisdom 10: 3d4 ⇒ (3, 3, 2) = 8 Hero point re-roll
    Wisdom 10: 3d4 ⇒ (2, 2, 4) = 8 Paizo re-roll
    Wisdom 10: 1d4 + 2 + 4 ⇒ (3) + 2 + 4 = 9 Welp

    Ramexes hears a hissing coming from the sea caves and is blindsided by a naga.


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Monster 2
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Monster 3
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 4
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Monster 5
    Spoiler:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 3
    Spoiler:
    Man Overboard
    Barrier B

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Barrier 4
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 5
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    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.

    Weapon 2
    Spoiler:
    Short Sword
    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.

    Weapon 3
    Spoiler:
    Boarding Pike
    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 4
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 5
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:
    Spell 1
    Spoiler:
    Sphere of Fire
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Phantasmal Minion
    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 3
    Spoiler:
    Magic Weapon
    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.

    Spell 4
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 3
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 5
    Spoiler:
    Fortified Leather Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Item 2
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Item 4
    Spoiler:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Boatswain
    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 3
    Spoiler:
    Parrot
    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 4
    Spoiler:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Meligaster)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Zelhara)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 Lirianne)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 6 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 7 Ramexes)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 9 Zelhara)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 11 Seelah)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 12 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 Ramexes)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 17 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 18 (Turn 19 Ramexes)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 23 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Fishing Village
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Closed
    Located here: Celeste, Meligaster, Zelhara, Lirianne, Seelah
    Notes: Ship anchored.

    Fishing Village Card 1:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Fishing Village Card 2:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Fishing Village Card 3:
    Longsword
    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.

    Fishing Village Card 4:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fishing Village Card 5:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Fishing Village Card 6:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Fishing Village Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 8:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Fishing Village Card 9:
    Parrot
    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.

    Fishing Village Card 10:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

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

    Jungle Card 1:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Jungle Card 2:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Jungle Card 3:
    Potion of Healing
    Item C

    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.

    Jungle Card 4:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 5:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Jungle Card 6:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 8:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 9:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 10:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 11:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    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:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2

    Mangrove Swamp Card 1:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Mangrove Swamp Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Mangrove Swamp Card 3:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Mangrove Swamp Card 4:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Mangrove Swamp Card 5:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 6:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 8:
    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.

    Mangrove Swamp Card 9:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 11:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

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

    Fog Bank Card 1:
    Pirate Hunting
    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.

    Fog Bank Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 3:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Fog Bank Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Fog Bank Card 5:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 6:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Fog Bank Card 7:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Fog Bank Card 8:
    Fear
    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.

    Fog Bank Card 9:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 10:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Fog Bank Card 11:
    Buoyancy
    Spell C

    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.

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

    Hatchery Card 1:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 3:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 4:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Hatchery Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 7:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 8:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 11:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    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:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:2

    Riptide Cove Card 1:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

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

    Riptide Cove Card 2:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Riptide Cove Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 4:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

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

    Riptide Cove Card 5:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Riptide Cove Card 6:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Riptide Cove Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Riptide Cove Card 8:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Riptide Cove Card 9:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Riptide Cove Card 10:
    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.

    Riptide Cove Card 11:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:2
    Notes: Umiko displayed

    Beach Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Beach Card 2:
    Blunderbuss
    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.

    Beach Card 3:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Beach Card 4:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 5:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 6:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 7:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Beach Card 8:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 9:
    Acolyte
    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.

    Beach Card 10:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 11:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:3
    Located here: Ramexes

    Sea Caves Card 1:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sea Caves Card 2:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Sea Caves Card 3:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Sea Caves Card 4:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

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

    Sea Caves Card 5:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Sea Caves Card 6:
    Fox
    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.

    Sea Caves Card 7:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Sea Caves Card 8:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Sea Caves Card 9:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Sea Caves Card 10:
    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.


  • Discard Druid of the Flame to explore:

    Blessing of Pharasma:
    Blessing B
    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Divine 5: 1d10 + 1 ⇒ (6) + 1 = 7 acquired
    Discard Apprentice to explore:
    Rat Swarm:
    Monster B
    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Reveal Khopesh and recharge Blessing of Pharasma to add 1d8 and Fire
    Combat 8(12): 3d8 + 4 ⇒ (4, 7, 7) + 4 = 22 defeated & banished
    Examine top 2 cards: Ambush (Barrier B) & Buoyancy (Spell B)
    End turn & reset hand.

    Ramexes wrote:

    Hand: Khopesh, Quarterstaff, Binder's Tome, Holy Light, Blessing of the Spellbound 2, Blessing of Abraxas,

    Displayed:
    Deck: 8 Discard: 2 Buried: 1
    Current Location: Sea Caves
    Hero Points: 3
    NOTES:
    Available Support: Blessings available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-1C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Blessing of the Spellbound 3, Apprentice 2, Blessing of the Spellbound 1, Chronicler, Fire Snake, Blessing of the Gods
    Recharged: Blessing of Pharasma (acquired),
    Discard Pile: Druid of the Flame, Apprentice 1,
    Buried Pile: Magic Leather Armor,

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

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

    Silver Crusade

    So it turns out Mel can’t do squat atm. So I’ll just Vexing Daredevil to scout Fishing Village. Carver. I’ll explore. Can’t fail to acquire. I’m done.

    Hand: Guard, Ruby of Charisma, Dreamcatcher, Carver, Blessing of the Gods A
    Deck: 10 Discard: 2 Buried: 1
    Displayed: Notes:

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

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


    deck handler

    Move to Sea Caves

    Explore

    Ambush:

    Barrier B
    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.


    Ambush DC 10 perc: 1d10 + 4 ⇒ (10) + 4 = 14 defeated, free explore

    Buoyancy:

    Spell B
    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

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


    Buoyancy DC 3 int: 1d6 ⇒ 1 banished

    Discard Ukobach to draw a card and explore (Drew jinx eater)

    Sea Caves Card 5::

    Icy Boarding Pike +1
    Weapon B
    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Boarding Pike+1 DC 10 str: 1d6 ⇒ 2 banished

    Discard Jinx eater to explore

    Fox:

    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.


    Fox DC 7 wis: 1d10 + 1 ⇒ (10) + 1 = 11 acquired

    display gamebson while im thinking about it.
    Discard Fox to explore

    Wooden Shield:

    Armor B
    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.


    Don't really want this. Choose to take one. banished

    bury fox to heal 2 cards (ukobach and jinx eater)

    EOT
    n/a

    RECOVERY
    n/a

    RESET
    discard cult acolyte

    Zelhara wrote:

    Hand: Pearl of Wisdom, Rapier, Cure, Spiked Chain+1, Black Spot,

    Displayed: Gambeson,
    Deck: 9 Discard: 1 Buried: 1 Shirt Reroll Available: Y Hero Points: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

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

    "

    Card Descriptions:

    Hand descriptions:
    Spiked Chain+1
    Spoiler:
    Spiked Chain+1
    Traits: Chain, Melee, Piercing, Finesse, Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Rapier
    Spoiler:
    Rapier
    Trits: Sword, Melee, Piercing, Finesse, Swashbuckling
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing
    Banish to heal a local character 1d4+1 cards.
    Recharge: Divine 8
    Pearl of Wisdom
    Spoiler:
    Pearl of Wisdom
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.

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

    TLDR
    banished cards 3,4,5,7 from sea caves. I acquired card 6 (Fox).


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    Devilfish
    Monster 1

    Traits
    Aberration
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

    Monster 4
    Spoiler:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Monster 5
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 2
    Spoiler:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

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

    Barrier 3
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Barrier 4
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Barrier 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Weapon 2
    Spoiler:
    Boarding Axe
    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 3
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 5
    Spoiler:
    Rapier
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Obscure
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 5
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Item 2
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Item 4
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Item 5
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Random Allies:
    Ally 1
    Spoiler:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Ally 3
    Spoiler:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Ally 5
    Spoiler:
    Cabin Boy
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your non-combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Turn: 4 Lirianne/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Erastil

    Top Blessing:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 2 (Turn 6 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 3 (Turn 7 Ramexes)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 12 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 20 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    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:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Celeste, Meligaster, Lirianne, Seelah
    Notes: Ship anchored.

    Fishing Village Card 1:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Fishing Village Card 2:
    Longsword
    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.

    Fishing Village Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fishing Village Card 4:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Fishing Village Card 5:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Fishing Village Card 6:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 7:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Fishing Village Card 8:
    Parrot
    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.

    Fishing Village Card 9:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

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

    Jungle Card 1:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Jungle Card 2:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Jungle Card 3:
    Potion of Healing
    Item C

    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.

    Jungle Card 4:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 5:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Jungle Card 6:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 8:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 9:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 10:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 11:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    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:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2

    Mangrove Swamp Card 1:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Mangrove Swamp Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Mangrove Swamp Card 3:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Mangrove Swamp Card 4:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Mangrove Swamp Card 5:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 6:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 8:
    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.

    Mangrove Swamp Card 9:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 11:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

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

    Fog Bank Card 1:
    Pirate Hunting
    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.

    Fog Bank Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 3:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Fog Bank Card 4:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Fog Bank Card 5:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 6:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Fog Bank Card 7:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Fog Bank Card 8:
    Fear
    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.

    Fog Bank Card 9:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 10:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Fog Bank Card 11:
    Buoyancy
    Spell C

    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.

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

    Hatchery Card 1:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 3:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 4:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Hatchery Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 7:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 8:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 11:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    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:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:2

    Riptide Cove Card 1:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

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

    Riptide Cove Card 2:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Riptide Cove Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 4:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

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

    Riptide Cove Card 5:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Riptide Cove Card 6:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Riptide Cove Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Riptide Cove Card 8:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Riptide Cove Card 9:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Riptide Cove Card 10:
    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.

    Riptide Cove Card 11:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:2
    Notes: Umiko displayed

    Beach Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Beach Card 2:
    Blunderbuss
    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.

    Beach Card 3:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Beach Card 4:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 5:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 6:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 7:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Beach Card 8:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 9:
    Acolyte
    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.

    Beach Card 10:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 11:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Zelhara, Ramexes

    Sea Caves Card 1:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Sea Caves Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Sea Caves Card 3:
    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.


  • Free exploration: Emerald of Dexterity
    Dexterity 7: 1d10 + 1 ⇒ (6) + 1 = 7
    Success
    Acquired

    Immediately discard Emerald of Dexterity to explore: Longsword
    Recharge Quartermaster
    Strength 6: 1d4 + 1d8 ⇒ (2) + (4) = 6
    Success
    Acquired

    Immediately discard Longsword to explore: Botfly Swarm
    Blessing of Alkenstar
    Wisdom 8: 1d8 + 1d12 ⇒ (8) + (6) = 14
    Success
    Defeated

    Attempting to close...
    Asking Seelah for an armor recharge, Blessing of the Gods
    Charisma 8: 1d6 + 1d6 + 1d4 ⇒ (6) + (1) + (4) = 11
    Success
    Closed

    Ending my turn

    Lirianne wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

    Hand: Matchlock Hackbut, Shock Musket +1, Spyglass, Thieves' Tools, Master Gunner, Blessing of the Gods
    Deck: 8 Discard: 4 Buried: 0 Displayed: 1
    Notes: Reroll: Used, HP:3/5
    1 Botfly Swarm

    [b]Summary: Acquired cards 1 and 2, closed location.


    Seelah heads to the Fog Bank.

    On her way there, she sees a ship, but when she moves to investigate, a waterlogged Zombie jumps out of the sea to attack her. Discarding a card from my deck to add 1d6, which is a blessing so it recharges.
    Combat 9: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (3) = 15 Defeated. Pirate Hunting banishes.

    "

    Seelah the Vengeful wrote:

    Hand: Blessing of the Quartermaster 2, Blessing of the Archdevils, Rings of Bondage, Cure,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 2/3
    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.

    Skills and Powers:
    SKILLS

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

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

    "


    Hour: BotGods

    Move to Sea Caves.

    Explore: Giant Frog
    Random local char (C, Z, R): 1d3 ⇒ 2 Zelhara has to fight the Giant Frog.

    Sea Caves Card 1:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    [/ooc]

    Recharge Blessing of the Ancients to explore: Blessing of the Gods. Acquired.

    Discard Blessing of the Gods to explore: Blessing of Achaekek
    Int 7: 1d8 ⇒ 8 Acquired.

    Attempt to close - random Aquatic monster: Sea Drake Crap.
    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.
    Reveal Beastiary for +d4
    Dex 6: 1d8 + 1d4 ⇒ (3) + (4) = 7 Discard Acid Jet for Electricity damage.
    Cast Life Drain, discard Blessing of Pharasma
    Combat 14: 1d10 + 3 + 2d4 + 2d10 ⇒ (4) + 3 + (1, 2) + (7, 5) = 22 Defeated, closed.
    Discard Zae for Structural damage.
    Heal: Blessing of the Gods

    Recover Life Drain
    Draw up to 7.

    Celeste wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +1
    Arcane +2

    Powers
    Hand Size 6 [X2] 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 [X1] 6 ☐ 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Fiery Glare, Good Omen, Bestiary of Garund, Sage's Journal, Rodrick, Blessing of Achaekek, Blessing of the Ancients
    Displayed: 0
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-1D): Yes
    Notes: Cards with useful powers listed below.
    Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Checks
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Sage's Journal:
    Sage's Journal
    Item 0

    Traits
    Book

    Checks
    Intelligence
    Knowledge
    6

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

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Checks
    Divine
    3

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


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Monster 4
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 3
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 4
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Barrier 5
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Pepperbox
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Weapon 2
    Spoiler:
    Cutlass
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 3
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

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

    Weapon 5
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

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

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 3
    Spoiler:
    Confusion
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Attack
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 5
    Spoiler:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 2
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 3
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Chain Mail
    Armor C

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 5
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Item 2
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Item 3
    Spoiler:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Item 4
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 5
    Spoiler:
    Alchemical Glue
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 2
    Spoiler:
    Deckhand
    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 3
    Spoiler:
    Cabin Boy
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your non-combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 4
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 5
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing 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: 7 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Achaekek

    Top Blessing:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 12 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 17 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Fishing Village
    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: Meligaster, Lirianne,
    Notes: Ship anchored.

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

    Jungle Card 1:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Jungle Card 2:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Jungle Card 3:
    Potion of Healing
    Item C

    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.

    Jungle Card 4:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 5:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Jungle Card 6:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 8:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 9:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 10:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 11:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    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:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2

    Mangrove Swamp Card 1:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Mangrove Swamp Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Mangrove Swamp Card 3:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Mangrove Swamp Card 4:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Mangrove Swamp Card 5:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 6:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 8:
    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.

    Mangrove Swamp Card 9:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 11:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

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

    Fog Bank Card 1:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 2:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Fog Bank Card 3:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Fog Bank Card 4:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 5:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Fog Bank Card 6:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Fog Bank Card 7:
    Fear
    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.

    Fog Bank Card 8:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Fog Bank Card 9:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Fog Bank Card 10:
    Buoyancy
    Spell C

    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.

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

    Hatchery Card 1:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 3:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 4:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Hatchery Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 7:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 8:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 11:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    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:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:2

    Riptide Cove Card 1:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

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

    Riptide Cove Card 2:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Riptide Cove Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 4:
    Cecaelia
    Monster B

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

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

    Riptide Cove Card 5:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Riptide Cove Card 6:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Riptide Cove Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Riptide Cove Card 8:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

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

    Riptide Cove Card 9:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Riptide Cove Card 10:
    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.

    Riptide Cove Card 11:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:2
    Notes: Umiko displayed

    Beach Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Beach Card 2:
    Blunderbuss
    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.

    Beach Card 3:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Beach Card 4:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 5:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 6:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 7:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Beach Card 8:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 9:
    Acolyte
    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.

    Beach Card 10:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 11:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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


  • deck handler

    Giant Frog:

    Monster 1
    Traits
    Animal
    Basic

    Check
    Combat
    9

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


    use spiked chain
    Giant Frog DC 9 combat: 1d10 + 2 + 2d4 + 1 ⇒ (4) + 2 + (4, 2) + 1 = 13 defeated

    BYA DC 6 dex: 1d8 ⇒ 7 discard rapier for 1 electricity damage

    Zelhara wrote:

    Hand: Pearl of Wisdom, Cure, Spiked Chain+1, Black Spot,

    Displayed: Gambeson,
    Deck: 9 Discard: 2 Buried: 1 Shirt Reroll Available: Y Hero Points: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

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

    "

    Card Descriptions:

    Hand descriptions:
    Spiked Chain+1
    Spoiler:
    Spiked Chain+1
    Traits: Chain, Melee, Piercing, Finesse, Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing
    Banish to heal a local character 1d4+1 cards.
    Recharge: Divine 8
    Pearl of Wisdom
    Spoiler:
    Pearl of Wisdom
    Traits: Object, Magic
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.

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


    Botfly card recharge: 1d6 ⇒ 6
    Blessing of the Gods

    Lirianne wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

    Hand: Matchlock Hackbut, Shock Musket +1, Spyglass, Thieves' Tools, Master Gunner
    Deck: 9 Discard: 4 Buried: 0 Displayed: 0
    Notes: Reroll: Used, HP:3/5


    Off turn: Sea Drake BYA:
    Dexterity 6: 1d6 ⇒ 5
    Electricty damage: 1d4 ⇒ 1
    Discard Quarterstaff.

    Hour of Achaekek
    Move to Riptide Cove
    Explore:

    Parrot:
    Ally C
    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

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

    Auto-fail with d4. Discard Abraxax to explore:
    Noxious Bomb:
    Item C
    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Choose not to acquire and banish. Discard Spellbound to explore:
    Botfly Swarm:
    Henchman Monster 1
    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Holy Light to recovery
    Combat 12: 1d10 + 1 + 2d6 + 1d8 ⇒ (7) + 1 + (1, 3) + (1) = 13 defeated
    Botfly Swarm displayed
    Summon and defeat:
    Riptide Grindylow:
    Henchman Monster B

    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.

    Reveal Khopesh, reveal Binder's Tome
    Combat 11: 1d8 + 3 + 1d8 + 1d4 ⇒ (2) + 3 + (5) + (1) = 11 defeated
    Location closed.

    End turn. Holy Light recovery (Binder's Tome) - Divine 10: 1d10 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 discarded
    Reset hand.

    Ramexes wrote:

    Hand: Khopesh, Fire Snake, Binder's Tome, Chronicler, Blessing of the Spellbound 1, Blessing of the Gods,

    Displayed: Botfly Swarm,
    Deck: 4 Discard: 6 Buried: 1
    Current Location: Riptide Cove
    Hero Points: 3
    NOTES:
    Available Support: Blessings available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-1C?: Y

    Random card recharged: 1d6 ⇒ 5 BotSpellbound

    Ramexes wrote:

    Hand: Khopesh, Fire Snake, Binder's Tome, Chronicler, Blessing of the Gods,

    Displayed: Botfly Swarm,
    Deck: 5 Discard: 6 Buried: 1
    Current Location: Riptide Cove
    Hero Points: 3
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-1C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Apprentice 2, Blessing of the Spellbound 3, Cure
    Recharged: Blessing of Pharasma (acquired), Blessing of the Spellbound 1,
    Discard Pile: Druid of the Flame, Apprentice 1, Quarterstaff, Blessing of Abraxas, Blessing of the Spellbound 2, Holy Light,
    Buried Pile: Magic Leather Armor,

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

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

    Silver Crusade

    I’ll go to the beach to hang out w the cohort. I explore! Perhaps stupidly. Leather Armor. Can’t fail to get. Carver to go again. Blunderbuss.

    Dex 8: 1d8 + 1d4 ⇒ (7) + (4) = 11

    BotG to go again. Dire Rat.

    Dex 6: 1d8 + 1d4 + 2 ⇒ (7) + (4) + 2 = 13

    Draw the rat. Discard Blunderbuss. Done.

    Hand: Guard, Ruby of Charisma, Dreamcatcher, Leather Armor, Dire Rat
    Deck: 10 Discard: 5 Buried: 1
    Displayed: Notes:

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

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


    deck handler

    zelhara moves to jungle and explores

    Quartermaster:

    Ally C
    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    recharge pearl o f wisdom
    Quartermaster DC 9 cha: 1d10 + 2 ⇒ (2) + 2 = 4 nope

    cast cure on self. heal all (2) cards.
    Cure Dc 8: 1d10 + 2 ⇒ (9) + 2 = 11 recharged

    Zelhara wrote:

    Hand: Ukobach, BotArchdevils1, Cult Acolyte, Spiked Chain+1, Black Spot,

    Displayed: Gambeson,
    Deck: 10 Discard: 0 Buried: 1 Shirt Reroll Available: Y Hero Points: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

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

    "

    Card Descriptions:

    Hand descriptions:
    Spiked Chain+1
    Spoiler:
    Spiked Chain+1
    Traits: Chain, Melee, Piercing, Finesse, Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Black Spot
    Spoiler:
    Black Spot
    Traits: Magic, Arcane, Divine, Veteran, Basic
    Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.
    Recharge: Divine/Arcane 6
    Cult Acolyte
    Spoiler:
    Cult Acolyte
    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.
    Ukobach
    Spoiler:
    Ukobach
    Traits: Outsider, Devil, Basic
    Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.
    BotArchdevils1
    Spoiler:
    BotArchdevils1
    Traits: Divine, Asmodeus, Corrupted, Basic
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.

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

    TLDR
    moved to jungle and banished card 1 - quartermaster


    Turn 10: The hour is Blessing of the Gods.

    Lirianne heads to the Fog Bank.

    Free exploration: Botfly Swarm
    Using Celeste's Blessing of Achaekek
    Wisdom 8: 3d8 ⇒ (5, 8, 1) = 14
    Success
    Defeated
    Displayed

    Attempting to close. Recharging my hand.
    Success
    Closed

    Ending my turn.
    Draw up.
    Recharge: 1d6 + 1d5 ⇒ (6) + (2) = 8
    Blessing of the Gods, Pistol +1

    Lirianne wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    Proficient with Light Armors | Weapons
    When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (☑ You may then recharge a card that has the Firearm trait from your discard pile.)

    Hand: Dragon Pistol, Buckler Gun, Alchemical Cartridges, Blessing of the Gods
    Deck: 10 Discard: 4 Buried: 0 Displayed: 0
    Notes: Reroll: Used, HP:3/5
    Botflies: 2


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Monster 2
    Spoiler:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Monster 3
    Spoiler:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

    Powers
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    Monster 4
    Spoiler:
    Bilge Spider Swarm
    Monster B

    Traits
    Animal
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.

    Monster 5
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 2
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Barrier 3
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Barrier 4
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Barrier 5
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Random Weapons:
    Weapon 1
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Weapon 3
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 4
    Spoiler:
    Short Sword
    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.

    Weapon 5
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 2
    Spoiler:
    Inflict
    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 3
    Spoiler:
    Fireblade
    Spell C

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d8 to any Ranged combat check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Phantasmal Minion
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 3
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 2
    Spoiler:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Item 3
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Item 4
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Item 5
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 4
    Spoiler:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 11 Seelah/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Celeste)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 13 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Fishing Village
    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: Ship anchored.

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

    Jungle Card 1:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Jungle Card 2:
    Potion of Healing
    Item C

    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.

    Jungle Card 3:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 4:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Jungle Card 5:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 6:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 8:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 9:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 10:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    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:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2

    Mangrove Swamp Card 1:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Mangrove Swamp Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Mangrove Swamp Card 3:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Mangrove Swamp Card 4:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Mangrove Swamp Card 5:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 6:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 7:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 8:
    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.

    Mangrove Swamp Card 9:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 11:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Fog Bank
    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, Seelah

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

    Hatchery Card 1:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 3:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 4:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Hatchery Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 7:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 8:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 11:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    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:0 I:0 Al:0 Bl:0 ?:0
    Located here: Ramexes,

    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:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Meligaster,
    Notes: Umiko displayed

    Beach Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 2:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 4:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Beach Card 5:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 6:
    Acolyte
    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.

    Beach Card 7:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 8:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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


  • Seelah heads to Mangrove Swamp. There she finds a... bucket bridgade? Odd, in a swamp. Discarding a card, it's my Cult Acolyte.
    Fortitude 6: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (2) = 11 She manages to put out the burning.. swamp gas I guess?

    Blessing to explore again. Leather Armor, auto-acquired.

    She finds some simple armor and keeps it for later.

    Other blessing to explore again. Blessing of Erastil. I'll recharge that armor I picked up.
    Divine 5: 1d8 + 0 + 1d6 ⇒ (6) + 0 + (4) = 10 Acquired.

    Discard BotQuartermaster to explore again. Giant Moray Eel. Will discard my Erastil for its power and the top of my deck, which is Petty Thief.
    Combat 10: 1d10 + 3 + 1d6 + 1d10 ⇒ (10) + 3 + (4) + (10) = 27 Very dead.

    Cast Cure on myself. heals: 1d4 + 1 ⇒ (4) + 1 = 5 Heal my entire discard pile. I'll discard a card to add 1d6 for the recharge at the end of my turn, and that is a blessing which recharges. recharge: 1d8 + 1d6 ⇒ (8) + (5) = 13 Recharged.

    "

    Seelah the Vengeful wrote:

    Hand: Longspear, Blessing of Erastil, Rings of Bondage, Petty Thief,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 2/3
    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.

    Skills and Powers:
    SKILLS

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

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

    "


    Discard Blessing of Achaekek for Lirianne.

    Hour: Besmara.

    Move to Jungle.

    Explore Jungle 1: Constrictor Snake
    Fiery Glare
    Combat 11: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (4, 4) = 17 Defeated.

    Discard Rodrick to draw Acid Jet from my discard.

    Discard BotAncients to explore: Potion of Healing
    Int 5: 1d8 ⇒ 8 Acquired.

    Banish Potion of Healing to heal 1d4 ⇒ 2 cards: Blessing of the Ancients and Zae.

    Recharge Bestiary of Garund to examine Mangrove Swamp 1: Pistol

    Recover Fiery Glare.
    Draw up to 7.

    Celeste wrote:

    Skills and Powers:
    [i]Skills

    STRENGTH d4
    DEXTERITY d8
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    Survival +3
    WISDOM d6
    CHARISMA d10 +1
    Arcane +2

    Powers
    Hand Size 6 [X2] 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 [X1] 6 ☐ 7 ☐ 8
    Item 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5 ☐ 6
    Blessing 4 ☐ 5 ☐ 6

    Hand: Acid Jet, Augury, Force Missile, Good Omen, Sage's Journal, Appleslayer, Blessing of the Gods
    Displayed: 0
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 3 Shirt Reroll Available (EL-1D): Yes
    Notes: Cards with useful powers listed below.
    Force Missile:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Checks
    Intelligence
    Arcane
    4

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

    Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Checks
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Sage's Journal:
    Sage's Journal
    Item 0

    Traits
    Book

    Checks
    Intelligence
    Knowledge
    6

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

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Checks
    None

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


    Cast Augury for monsters:
    Trapped Locker
    Marine
    Blessing of Sivanah.
    Marine to the bottom, everything else shuffled.


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Monster 2
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

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

    Monster 3
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

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

    Monster 4
    Spoiler:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Monster 5
    Spoiler:
    Vine Choker
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Barrier 2
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Barrier 3
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

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

    Barrier 4
    Spoiler:
    Pirate Hunting
    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 5
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

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

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 2
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 3
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 4
    Spoiler:
    Morningstar
    Weapon B

    Traits
    Mace
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Weapon 5
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    Fear
    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.

    Spell 2
    Spoiler:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

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

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 3
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Alchemist's Fire
    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 2
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 3
    Spoiler:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Item 4
    Spoiler:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 5
    Spoiler:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Ambrose 'Fishguts' Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 13 Ramexes/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Besmara

    Top Blessing:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Meligaster)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Fishing Village
    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: Ship anchored.

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

    Jungle Card 1:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 3:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 4:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Jungle Card 6:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 8 - Marine:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    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:1 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Seelah

    Mangrove Swamp Card 1 - Pistol:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 2:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Mangrove Swamp Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 4:
    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.

    Mangrove Swamp Card 5:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 6:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Mangrove Swamp Card 7:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Fog Bank
    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,

    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:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

    Hatchery Card 1:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Hatchery Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hatchery Card 3:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Hatchery Card 4:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Hatchery Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Hatchery Card 6:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Hatchery Card 7:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Hatchery Card 8:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Hatchery Card 9:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Hatchery Card 10:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Hatchery Card 11:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    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:0 I:0 Al:0 Bl:0 ?:0
    Located here: Ramexes,

    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:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Meligaster,
    Notes: Umiko displayed

    Beach Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 2:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 4:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Beach Card 5:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 6:
    Acolyte
    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.

    Beach Card 7:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Beach Card 8:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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


  • Hour of Besmara
    Move to Hatchery

    Explore:

    Buckler Gun:
    Armor B
    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Dexterity 5: 1d6 ⇒ 3 failed & banished
    Bury Apprentice from discard to explore:
    Botfly Swarm:
    Henchman Monster 1
    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Recharge Fire Snake to add 1d8 + Fire (Ramexes power), discard Blessing of the Gods to bless
    Combat 12: 3d8 + 4 ⇒ (3, 7, 5) + 4 = 19 defeated
    Display Botfly Swarm
    Attempt to close location:
    Shackles Pirate:
    Monster B
    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Reveal Khopesh, reveal Binder's Tome
    Combat 9+1=10: 1d8 + 4 + 1d8 + 1d4 ⇒ (1) + 4 + (1) + (2) = 8 Use Hero Point
    Combat 9+1=10: 1d8 + 4 + 1d8 + 1d4 ⇒ (1) + 4 + (4) + (3) = 12 defeated
    Location 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.

    End turn and reset hand. Recharge 2 random cards for Botfly Swarms: Chronicler & Apprentice.

    Ramexes wrote:

    Hand: Khopesh, Cure, Binder's Tome, Blessing of the Gods,

    Displayed: Botfly Swarm 1, Botfly Swarm 2,
    Deck: 6 Discard: 5 Buried: 2
    Current Location: Hatchery
    Hero Points (Available/Used): 2/1
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check. Cure available
    Other: Dice Re-Roll Used for EL-1C?: Y

    Cast Cure on self. Heal: 1d4 + 1 ⇒ (4) + 1 = 5 - all cards in discard.

    Recovery at end of Meligaster's turn: Divine 8: 1d10 + 1 ⇒ (1) + 1 = 2 discarded
    Ramexes wrote:

    Hand: Khopesh, Binder's Tome, Blessing of the Gods,

    Displayed: Botfly Swarm 1, Botfly Swarm 2,
    Deck: 11 Discard: 1 Buried: 2
    Current Location: Hatchery
    Hero Points (Available/Used): 2/1
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to a local Combat or Charisma check.
    Other: Dice Re-Roll Used for EL-1C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of Abraxas, Druid of the Flame, Blessing of the Spellbound 3, Blessing of Pharasma (acquired), Blessing of the Spellbound 2, Blessing of the Spellbound 1, Apprentice 2, Quarterstaff, Holy Light, Chronicler
    Recharged:
    Discard Pile: Cure,
    Buried Pile: Magic Leather Armor, Apprentice 1,

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

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


    During This Adventure: Adventure 1: Welcome to the Shackles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    During This Scenario: 1-D Swamp of Pests
    STORY BANES:

  • Villain: Selissa
  • Henchmen: Botfly Swarms

    DURING THIS SCENARIO:

  • Ship: Shirofune (anchored at Fishing Village)
  • When you defeat a Botfly Swarm from a location and would banish it, display it next to your deck instead; while displayed, it gains the Curse trait.
  • After you reset your hand, recharge a random card for each Botfly Swarm next to your deck.
    Umiko Sensei:
    Umiko Sensei
    Cohort B

    Traits
    Human
    Monk
    Veteran

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Umiko Sensei next to a random open location.
    While displayed at your location, at the end of your turn, you may examine the top card of your location deck; when you have a role card, you may also examine its bottom card.
    While displayed at your location, you may recharge a card to add 1d4 to your check.

    SIDEQUEST:
    With Selissa taken care off, you could search for her lair on the central island of the swamp; you might find the item that Kaze was looking for, just as well as a freshly widowed naga.

  • When you would corner and defeat Selissa, you may banish her instead to summon and build the location Lonely Island and shuffle the villain Munarei into it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Monster 5
    Spoiler:
    Reefclaw
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 2
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 3
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 4
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 5
    Spoiler:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Rapier
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 2
    Spoiler:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Weapon 3
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 5
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Sphere of Fire
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Obscure
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Buoyancy
    Spell C

    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 4
    Spoiler:
    Call Weapon
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding or burying it.

    Spell 5
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 5
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Item 2
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Item 3
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 4
    Spoiler:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Item 5
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 4
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 14 Meligaster/Eliandra

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Zelhara)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 16 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 17 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 18 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 19 Ramexes)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 20 Meligaster)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 21 Zelhara)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 22 Lirianne)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 23 Seelah)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 24 Celeste)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Fishing Village
    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: Ship anchored.

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

    Jungle Card 1:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Jungle Card 2:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Jungle Card 3:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

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

    Jungle Card 4:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Jungle Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Jungle Card 6:
    Selissa
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Wisdom
    Survival
    10

    Powers
    All damage from Selissa is Poison damage.
    Before you act, Selissa deals 1d4-1 Poison damage to you.
    If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.

    Jungle Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Jungle Card 8 - Marine:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    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:1 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Seelah

    Mangrove Swamp Card 1 - Pistol:
    Pistol
    Weapon C

    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.

    Mangrove Swamp Card 2:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

    Powers
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

    Mangrove Swamp Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mangrove Swamp Card 4:
    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.

    Mangrove Swamp Card 5:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Mangrove Swamp Card 6:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Mangrove Swamp Card 7:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Fog Bank
    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,

    Hatchery
    At This Location: 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.
    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,

    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:0 I:0 Al:0 Bl:0 ?:0
    Located here: Ramexes,

    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:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Meligaster,
    Notes: Umiko displayed

    Beach Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Beach Card 2:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Beach Card 3:
    Botfly Swarm
    Henchman Monster 1

    Traits
    Animal
    Swarm

    Check
    Combat
    12
    OR
    Wisdom
    Survival
    8

    Powers
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 4:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Beach Card 5:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Beach Card 6:
    Acolyte
    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.

    Beach Card 7:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Beach Card 8:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Sea Caves
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

  • Silver Crusade

    Mel explores! Illusory Wall.

    Arcane 7: 1d12 + 1d4 + 3 ⇒ (6) + (3) + 3 = 12

    Examine Token of Remembrance and move it to the bottom. Can’t go again.

    Hand: Guard, Ruby of Charisma, Dreamcatcher, Leather Armor, Dire Rat
    Deck: 10 Discard: 5 Buried: 1
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d4 [ ]+1
    DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d8 [ ]+1 [ ]+2 [ ]+3
    .[ ]Perception:[/b] Intelligence +2
    WISDOM d4 [ ]+1 [ ]+2
    CHARISMA d12 [x]+1 [ ]+2 [ ]+3 [ ]+4
    .[ ]Arcane:[/b] Charisma +1
    .[ ]Diplomacy:[/b] Charisma +2

    POWERS HAND SIZE 5 [ ] 6
    PROFICIENCIES Light Armors
    For your comb