[ACG] Bloodlust Corsairs - GM Rhynn Davrie (Inactive)

Game Master Rhynn Davrie

Random Ships:

1 Merchantman
Spoiler:

ADB
Class 0
Check to Defeat:
Wisdom/Survival 5
OR
Perception 7
When Encountered:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

2 Shackles Pirate Ship

Spoiler:

ADB
Class 0
Check to Defeat:
Dexterity/Disable 8
OR
Wisdom/Survival 6
When Encountered:
If your check to defeat has the Swashbuckling trait, add 1 to it.

3 Man's Promise

Spoiler:

AD1
Class 1
Check to Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountered:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

4 Truewind

Spoiler:

ADB
Class 1
Check to Defeat:
Intelligence/Knowledge 8
OR
Wisdom/Survival 6
When Encountered:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

5 Sea Chanty

Spoiler:

ADB
Class 3
Check to Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountered:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

6 Wormwood

Spoiler:

ADB
Class 5
Check to Defeat:
Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
When Encountered:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

7 Dominator

Spoiler:

ADB
Class 6
Check to Defeat:
Wisdom/Survival 8
OR
Dexterity/Ranged 11
When Encountered:
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.

8 Goblin Weilding

Spoiler:

ADP
Class 0
Check to Defeat:
Dexterity/Stealth 5
OR
Wisdom/Survival 4
When Encountered:
Before you act, summon and encounter the henchman Riptide Grindylow.

9 Magpie Princess

Spoiler:

ADP
Class 6
Check to Defeat:
Dexterity/Disable 10
OR
Wisdom/Survival 8
When Encountered:
Before you act, each character at this location must bury a card.

10 Mistmourn

Spoiler:

ADP
Class 5
Check to Defeat:
Dexterity/Acrobatics 11
OR
Wisdom/Survival 9
When Encountered:
If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.

11 Deathknell
Spoiler:

AD 2
Class 7
Check to Defeat:
Divine 7
OR
Wisdom/Survival 9
When Encountered:
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.

12 Devil's Pallor
Spoiler:

AD 2
Class 2
Check to Defeat:
Wisdom/Survival 7
OR
Constitution/Fortitude 9
When Encountered:
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.

13 Thresher
Spoiler:

AD 2
Class 2
Check to Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
When Encountered:
Before you act, bury a random card from your discard pile.

14 Dowager Queen
Spoiler:

AD 3
Class 3
Check to Defeat:
Wisdom/Survival 8
OR
Charisma/Diplomacy 10
When Encountered:
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen

15 Kraken
Spoiler:

AD 3
Class 3
Check to Defeat:
Strength/Melee 10
OR
Wisdom/Survival 8
When Encountered:
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.

16 Sanbalot
Spoiler:

AD 3
Class 3
Check to Defeat:
Dexterity/Stealth 9
OR
Wisdom/Survival 7
When Encountered:
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.

17 Blood Moon
Spoiler:

AD 4
Class 4
Check to Defeat:
Wisdom/Survival 9
OR
Arcane/Divine 11
When Encountered:
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.

18 Come What May
Spoiler:

AD 4
Class 4
Check to Defeat:
Wisdom/Survival 10
OR
Charisma/Diplomacy 11
When Encountered:
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.

19 Wavecrest
Spoiler:

AD 4
Class 4
Check to Defeat:
Wisdom/Survival 10
OR
Constitution/Fortitude 11
When Encountered:
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.

20 Wanton Wastrel
Spoiler:

AD 5
Class 5
Check to Defeat:
Wisdom/Survival 10
OR
Charisma/Diplomacy 11
When Encountered:
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.

Loot:

Vindictive Harpoon
Spoiler:

Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the 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.

Brine's Sting
Spoiler:

Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire:
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Skyrocket Crossbow
Spoiler:

Loot 5
Type: Weapon
Traits: Bow Ranged Piercing Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+2; you may additionally discard this card to add another 1d8. If you are proficient with weapons, you may recharge this card to add 1d8+2 to any combat check at another location, or you may recharge this card and choose a character to succeed at a check to defeat a summoned monster.

Scoundrel's Sword Cane
Spoiler:

Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
To Acquire:
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Reveal this card to add 1d6+2 to your Perception or Stealth check.

Aiger's Kiss
Spoiler:

Type: Weapon 5
Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 + 2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, or 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Crossbow of Retribution
Spoiler:

Type: Weapon 6
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.

Doubleshot Pepperbox
Spoiler:

Loot
Type: Weapon 6
Traits: Firearm Ranged Piercing Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card and up to 3 other cards to add 2d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons, on a 1, or on a 1-4 if you buried any cards to add damage, shuffle this card into your deck.

Control Weather
Spoiler:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Quickened Ray
Spoiler:

Loot
Type: Spell 5
Traits: Magic Arcane Divine Attack
To Acquire:
Discard this card to add 2d6 and the Cold or Electricity trait to your combat check. You may play this card even if you have played another spell on this check. After you play this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Buccaneer's Breastplate
Spoiler:

Loot 2
Type: Armor
Traits: Heavy Armor, Magic, Acquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Brine Dragonhide Breastplate
Spoiler:

Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Howling Skull Armor
Spoiler:

Type: Armor 6
Traits: Light Armor Magic
Recharge this card to reduce Combat damage dealt to you by 2. Recharge this card to choose a character at your location; that character may evade a monster whose highest difficulty to defeat is 22 or lower. You may not use this power if the monster is immune to the Mental trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Svingli's Eye
Spoiler:

Loot 2
Type: Item
Traits: Tool Magic
To Acquire:
Recharge this card to examine the top card of the location deck. Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Ring of the Iron Skull
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire:
If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.

Besmara's Tricorne
Spoiler:

Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
To Acquire:
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship. Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.

Farglass
Spoiler:

Loot 2
Type: Item
Traits: Object Magic
To Acquire:
Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of any location deck and put them back in any order. Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Letter of Marque
Spoiler:

Loot
Type: Item 3
Traits: Book Pirate
To Acquire:
If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location without looking at them, then explore your location.

Conch of the Tritons
Spoiler:

Loot
Type: Item 4
Traits: Object Magic Aquatic
To Acquire:
For your combat check, recharge this card to draw a random monster from the box. Use the drawn card's highest difficulty to defeat as the result of your check, adding 1d8 if the drawn card has the Aquatic trait, then banish the drawn card. No other cards may be used on this check. If you fail the check, the bane is undefeated; reduce any damage dealt by it to 0.

Hurricane Crown
Spoiler:

Loot
Type: Item 6
Traits: Accessory Magic
To Acquire:
Reveal this card to add 6 to your check against a card that has the Aquatic, Pirate, or Swashbuckling trait.

Vailea
Spoiler:

Loot
Type: Ally 4
Traits: Genie Marid Aquatic
To Acquire:
Discard this card to examine the top card of your location deck. Remove this card from the game to gain a skill feat.

Barracuda Aiger
Spoiler:

Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Alise Grogblud
Spoiler:

Type: Ally 5
Traits: Human, Rogue, Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.

Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.


Pirate's Favor
Spoiler:

Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
To Acquire:
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check. Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Reward Powers:

If your Lycanthrope cards is displayed, each time you take Ranged Combat damage, you may put a marker on it to reduce that damage by 1d4.


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Adventure 0: Captains of Your Fate - Summary

There’s no life like the pirate’s life—or so you’ve been told. Months ago, you signed up on the Truewind under Captain Scourge, swayed by his frightful moniker and grandiose claims of plunder. But “Master Scourge”—you won’t deign to call him Captain—is timid and indecisive. He avoids risky exploits and all but the slowest and least-defended targets. He hardly qualifies to call himself a pirate.

You’ve chafed under his leadership long enough—it’s time to take over! Scourge is wily, so your first action was to carefully eliminate the riffraff that were most loyal to him. With that done, you were easily able to overpower Scourge and leave him on one of the sparsely-inhabited islands in the area. The Truewind is yours!

With promises of increased booty, you were able to sway the crew of the Truewind to your side and knowing the temperament of pirates you set about to quickly provide it. After hunting down and collecting on a bounty against a ferocious sea-goblin known as the Whale, and defeating the undead pirate Arron Ivy and gathering all the treasure of the Razor Reefs for your crew, you have earned their trust.

However you quickly realized to go after larger fish, required a bigger boat and you had your eye set on the Sea Chanty. Knowing you and your crew were no match for a confrontation on the open water you practiced some skullduggery and waited for the ship and it's captain, Caulky Tarron, to put to port for resupply and repairs. Getting the jump on Tarroon while she's out on the town, you were able to persuade her crew to your banner and take over the ship.

Despite rallying the Pirate's Council against you and enlisting their aid in an attempt to take back her ship by force, you were able to fight off Tarron's allies, finish repairs to the Sea Chanty and set sail for adventure.


Adventure 1: Along the Slithering Coast

At the helm of the Sea Chanty, you study your charts to find the best stretch of sea to begin your lives as pirates in earnest. The Slithering Coast seems like a fine choice: many traders and pirates ply
the shallow waters off the jungle’s shore. Rumors hold that intelligent
snake-creatures called nagas spawn along the coast, and that clever captains can bargain with them for protection or information.

First, you’ll want to placate your crew by capturing a few rich prizes—other pirate ships make good targets, as their holds are often filled with plunder they have no better right to than you do. Sure, you might run afoul of some of the nagas that give the Slithering Coast its name, but you’re not afraid of overgrown water snakes.

While you’re on the Slithering Coast, you’ll keep your ears open for better opportunities. Perhaps you’ll hear of buried treasure, an unguarded merchantman, or even a coastal village ripe for the plundering. One thing’s for sure: there are prospects aplenty for daring pirates like you.

1-A: Seaborn Guardian
The pirate Jemma Redclaw captains a fine ship and a nasty crew. She would be easy pickings for your eager pirates, if not for the constant presence of the naga Sarlis. Sarlis slithers just below the waterline, ready to rise up and defend Jemma from attack. The naga’s protection has made Jemma overconfident; the time is right to eliminate the naga, capture Jemma, and take her ill-gotten gains as your own.


Plunder: 7d6 ⇒ (6, 6, 5, 3, 2, 5, 2) = 29 Going to say that's Weapon, 2x Spell, Armor, Item, 2x Ally just to balance it out at the start.

During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 0

Random Cards:

Monsters
Spoiler:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

Spoiler:
Bloodbug
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
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.

Spoiler:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Spoiler:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
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.

Barriers
Spoiler:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.

Spoiler:
Harpoon Trap
SS
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Spoiler:
Man Overboard
SS
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
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.

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
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.

Spoiler:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Weapons
Spoiler:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
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.

Spoiler:
Dagger
SS
Weapon B
Traits:
Knife
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 3
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 the combat check.

Spoiler:
Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic
To Acquire:
Dexterity
Ranged
Craft 6
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.

Spoiler:
Light Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Cutlass
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.

Spells
Spoiler:
Arcane Armor
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.

Spoiler:
Fireblade
SS
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Charm Animal
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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.

Armors
Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Wooden Armor
SS
Armor C
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Items
Spoiler:
Thieves' Tools
SS
Item B
Traits:
Tool
Basic
To Acquire:
Dexterity
Disable 4
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.

Spoiler:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Onyx of Constitution
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Spoiler:
Spellmaster's Tricorne
SS
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Allies
Spoiler:
Jinx Eater
SS
Ally B
Traits:
Tengu
Assassin
Basic
To Acquire:
Charisma
Diplomacy 8
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.

Spoiler:
Boatswain
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
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.

Spoiler:
Fox
SS
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Spoiler:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Master-at-Arms
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
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.

Blessings
Spoiler:
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.

Spoiler:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.

Spoiler:
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Sea Chanty

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #6: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None


Athnul's Deckhandler

Dot


Varril is a useful ally, but most effective while paired with a fellow adventurer. Taking the measure of these scalliwags, he will follow the prettiest (as befits Shelyn's blessing) to their location, or barring that, the one more likely to need help staying alive.

Varril wrote:

Hand: Apprentice, Troubadour, Walking Stick, Blessing of Abraxas, Burning Snot, Flame Staff,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to an occupied location if my location closes.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Heavy Crossbow (Core), Armor of the Sands, Blessing of the Spellbound 2, Clinging Venom, Cure, Blessing of the Spellbound, Grave Tender, Blessing of Shelyn, Blessing of Pharasma
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.


Athnul's Deckhandler

While Athnul is busy searching her thousand pockets for her amulet of mighty fists, she annoyed watches that insecure halfelf following her onto the ship.

Athnul wrote:

Hand: Blessing of Cayden Cailean, Stone Weasel, Koala, Blessing of the Elements, Conch Shell,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Mighty Fists, Snake, Blessing of the Green Faith, Shock Lizard, Desna's Star, Blessing of Milani, Quartermaster, Amulet of Mighty Fists, Blessing of Kelizandri, Blessing of Gorum
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)


Miffed that Varril is clinging so tightly to Anthul, Vika plunges deep into the Cannibal Isle, seeking to crack some skulls. It is hard to be the only half-elf on the seas who doesn't look like a courtesan.

Vika wrote:

Hand: Warhammer, Earthbreaker, Topaz of Strength, Heavy Wooden Shield,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: N"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Skizza Deck Handler

Skizza hears of giant turtle monster underneath Pinnacle Atoll and must find out the truth of this. He heads off to check it out.

Skizza wrote:

Hand: Shock Musket +1, Thieves' Tool, Burglar, The Carnival, Blessing of the Gods,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar, Alkenstar Pistol, Priest of Abadar, Prayer, Blessing of Calistria, Pistol +1, Blast Stone, Buckler Gun, Wheellock Pistol, Elixer of Healing, Gem of Physical Prowess
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)


During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 1, Vika/Chthonicthul

Random Cards:

Monsters
Spoiler:
Skeleton
SS
Monster C
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Spoiler:
Zombie
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Bilge Spider Swarm
SS
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
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.

Spoiler:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, 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.

Spoiler:
Zombie
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Barriers
Spoiler:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Spoiler:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
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.

Spoiler:
Harpoon Trap
SS
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Spoiler:
Man Overboard
SS
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
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.

Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Weapons
Spoiler:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
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.

Spoiler:
Rapier
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 5
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.

Spoiler:
Mace
SS
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
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.

Spoiler:
Dagger
SS
Weapon B
Traits:
Knife
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 3
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 the combat check.

Spoiler:
Cutlass +1
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
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.

Spells
Spoiler:
Phantasmal Minion
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Fireblade
SS
Spell C
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
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 either 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.

Spoiler:
Instant Armor
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
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 either 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.

Spoiler:
Force Missile
SS
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic
To Acquire:
Intelligence
Arcane 4
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.

Armors
Spoiler:
Buckler Gun
SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the 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.

Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
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.

Items
Spoiler:
Rum Bottle
SS
Item C
Traits:
Object
Liquid
Basic
To Acquire:
Constitution
Fortitude 7
OR Craft 5
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 it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Spoiler:
Sapphire of Intelligence
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Token of Remembrance
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.

Spoiler:
Potion of Lucubration
SS
Item C
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.

Allies
Spoiler:
Dolphin
SS
Ally C
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Sailor
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Turtle
SS
Ally C
Traits:
Animal
Aquatic
Basic
To Acquire:
Wisdom
Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Spoiler:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
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.

Blessings
Spoiler:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Spoiler:
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Besmara:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Kulko:
Spoiler:
Hourglass Card 1 Athnul/Kulko
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 2 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Varril/sirrogue:
Spoiler:
Hourglass Card 3 Varril/sirrogue
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.
Hourglass Card 4 Vika/Chthonicthul:
Spoiler:
Hourglass Card 4 Vika/Chthonicthul
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Hourglass Card 5 Athnul/Kulko:
Spoiler:
Hourglass Card 5 Athnul/Kulko
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.
Hourglass Card 6 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 6 Skizza/rhynndavrie
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 7 Varril/sirrogue:
Spoiler:
Hourglass Card 7 Varril/sirrogue
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.
Hourglass Card 8 Vika/Chthonicthul:
Spoiler:
Hourglass Card 8 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Athnul/Kulko:
Spoiler:
Hourglass Card 9 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 10 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Varril/sirrogue:
Spoiler:
Hourglass Card 11 Varril/sirrogue
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 12 Vika/Chthonicthul:
Spoiler:
Hourglass Card 12 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Athnul/Kulko:
Spoiler:
Hourglass Card 13 Athnul/Kulko
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 14 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 14 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Varril/sirrogue:
Spoiler:
Hourglass Card 15 Varril/sirrogue
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 16 Vika/Chthonicthul:
Spoiler:
Hourglass Card 16 Vika/Chthonicthul
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 17 Athnul/Kulko:
Spoiler:
Hourglass Card 17 Athnul/Kulko
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 18 Skizza/rhynndavrie
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 19 Varril/sirrogue:
Spoiler:
Hourglass Card 19 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Vika/Chthonicthul:
Spoiler:
Hourglass Card 20 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Athnul/Kulko:
Spoiler:
Hourglass Card 21 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 22 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 23 Varril/sirrogue:
Spoiler:
Hourglass Card 23 Varril/sirrogue
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Vika/Chthonicthul:
Spoiler:
Hourglass Card 24 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Athnul/Kulko:
Spoiler:
Hourglass Card 25 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 26 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 26 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 27 Varril/sirrogue:
Spoiler:
Hourglass Card 27 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 28 Vika/Chthonicthul:
Spoiler:
Hourglass Card 28 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 29 Athnul/Kulko:
Spoiler:
Hourglass Card 29 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Varril/sirrogue, Athnul/Kulko, Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Shortbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Docks Card 2:
Cabin Boy
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 4
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.
Docks Card 3:
Acolyte
SS
Ally B
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
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.
Docks Card 4:
Buoyancy
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 3
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.
Docks Card 5:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
Docks Card 6:
Ring of the Beasts
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Docks Card 7:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Docks Card 8:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.
Docks Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.
Docks Card 10:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 2:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 3:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 4:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 5:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Gozreh's Flow Card 6:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 7:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 9:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 10:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 2:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 3:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 4:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 5:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 10:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: Vika/Chthonicthul, None
Cannibal Isle Card 1:
Snow Leopard
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.
Cannibal Isle Card 2:
Heartbreak Hinsin
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
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.
Cannibal Isle Card 3:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Cannibal Isle Card 4:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.
Cannibal Isle Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cannibal Isle Card 6:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Cannibal Isle Card 7:
Devilfish
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
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.
Cannibal Isle Card 8:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Cannibal Isle Card 9:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 10:
Villain Proxy V1
SS
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Lonely Island Card 1:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
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.
Lonely Island Card 2:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 3:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 4:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 6:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 7:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.
Lonely Island Card 8:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 9:
Cloth Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.
Lonely Island Card 10:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.

Location #6: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, None
Pinnacle Atoll Card 1:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Pinnacle Atoll Card 2:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Pinnacle Atoll Card 3:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Pinnacle Atoll Card 4:
Treasure Map
SS
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
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.
Pinnacle Atoll Card 5:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Pinnacle Atoll Card 6:
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Pinnacle Atoll Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Pinnacle Atoll Card 8:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.
Pinnacle Atoll Card 9:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Pinnacle Atoll Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.


The Seaborne Guardian. Episode 1: A New Beginning.

Turn 1: Vika/Blessing of Besmara

Explore Cannibal Isle Card #1: Snow Leopard
Wisdom 6 to acquire Snow Leopard: 1d8 ⇒ 7 Acquired!

Discard Snow Leopard to explore Cannibal Isle Card #2: Heartbreak Hinsin
Might have made the Disable check, but Vika has no shot at the Charisma/Diplomacy, so will fail. Banished.

Vika hacks her was through the undergrowth on the isle for a time, the steady rhythmic chopping doing a good job of making her forget the irritation that drove her to find some time alone in the first place. She revels in the feel of her powerful muscles as they make short work of vines and branches alike. The local fauna know enough to stay away, until one small jungle cat braves the fearsome noises coming from the warrior to stand resolutely in her path. Vika pauses, reaching for her hammer; one swipe would easily crush the creature's skull. But something stays her hand, and she reaches in her pack for some pemmican instead. She feeds the hungry little cat, who is soon purring and rubbing itself on her boots. Vika decides that she doesn't mind the company after all, and soon the two are making their way through the jungle yet again.

The pair eventually come to a clearing holding a small tent and a smaller cooking fire which bears a spit with some sort of bird roasting on it. Hearing their approach, a man steps from the tent into full view. His eyes grow large when he sees the size of the woman before him. They grow even larger when the cat at her side leaps at him, and soon both cat and man are deep in the jungle, away from the tent. Vika watches the two depart, and stands still as the sounds of the chase grow lesser and the sounds of insects and birds return. Finally, realizing she is once again alone, the woman shrugs, tears the bird from the spit, and begins to eat.

Reset hand and end turn.

Vika wrote:

Hand: Warhammer, Earthbreaker, Topaz of Strength, Heavy Wooden Shield,

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: N"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Athnul's Deckhandler

Turn 2: Athnul
The hour is Blessing of Gozreh

When the ships lands near cannibal island Athnul gather her equipment readying herself for the upcoming adventure. Unfortunately the brand new ShirtBow she bought in Port Peril proves to be a bad investment as wood already starts to splinter.

Stepping out of her cabin she meets the cabin boy and asks him were she could find a replacement. The boy points her to a nearby passenger, an appentice magician who might be able to cast a mending on the bow.

Athnul visits him in his cabin, but the man is to busy to even talk to her. Athnul is about to leave when she spots a spell of Buyoancy lying around on a table andt thinking about picking it up to help in the fight.

Start of Turn
Free explore
Short Bow

CtA Dex 3: 1d6 ⇒ 1 Banished

Discard Stone Weasel to explore
Encounter the cabin boy

CtA Cha 4: 1d8 + 1d4 ⇒ (4) + (2) = 6 Acquired

Discard to explore
Encounter the Acolyte

CtA Cha 6: 1d8 ⇒ 1 Banished

Recharge Koala to examine top card of deck - Buoyancy (Spell 0)

End of Turn
Reset Hand

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Mighty Fists, Quartermaster, Blessing of the Elements, Conch Shell,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cabin Boy, Blessing of the Green Faith, Blessing of Kelizandri, Desna's Star, Shock Lizard, Blessing of Gorum, Blessing of Milani, Snake
Recharged: Koala,
Discard Pile: Stone Weasel,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

Upkeep
Ship #1,3 banished
Ship #2 Acquired
Ship #4 examined


Skizza Deck Handler

Turn 3, Blessing of the Gods

Skizza cautiously begins search for giant monster turtle but more than a little pleased to find very nice bracer left laying on the ground.

Archer's Bracers-CtA: Ranged 7: 1d10 + 3 ⇒ (10) + 3 = 13 Success!

With a couple cautious sniffs, Skizza determines it's likely safe and straps it to his wrists. That should help nicely with aiming!

Hirgenzosk stirs?: 1d12 ⇒ 11 Nope!

Discard BotGs to explore.

Skizza heads scouts further into the Atoll and quickly runs across one of Jemma's Ruffians. Skizza takes a moment to line up perfect shot and fires!

Shock Musket and Archer's Bracers revealed for combat.

Ruffian-CtD: Combat 8: 1d10 + 1d10 + 6 ⇒ (1) + (10) + 6 = 17 Defeated!

Musket explodes?: 1d12 ⇒ 7 Nope

Hirgenzosk stirs?: 1d12 ⇒ 6 Also nope.

AYA - Check wasn't swashbuckling, but Skizza has no items or weapons in discard so nothing is buried.

The shot rings out and the Ruffian drops, Skizza glances around excitedly, checking over his musket to ensure it's not damaged while also excitedly looking to see if the noise brings giant turtle up. No luck.

Skizza decides myth is a lie and chalks up Pinnacle Atoll as secured. He prepares to leave boring place.

Discard Blessing of Achaekek from hourglass to close Pinnacle Atoll.

Stash a Plunder on Close: 1d6 ⇒ 3 Armor is stashed

Skizza wrote:

Hand: Shock Musket +1, Thieves' Tool, Archer's Bracers, Burglar, The Carnival,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar, Buckler Gun, Wheellock Pistol, Pistol +1, Prayer, Priest of Abadar, Gem of Physical Prowess, Elixer of Healing, Alkenstar Pistol, Blessing of Calistria, Blast Stone
Recharged:
Discard Pile: Blessing of the Gods,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 4, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Bunyip
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
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.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Spoiler:
Giant Frog
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

Spoiler:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, 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.

Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Barriers
Spoiler:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
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.

Spoiler:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Spoiler:
Pirate Hunting
SS
Barrier C
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Weapons
Spoiler:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite
To Acquire:
Strength
Melee 6
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.

Spoiler:
Musket
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Cat-o'-Nine-Tails
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite
To Acquire:
Strength
Melee 11
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.

Spoiler:
Longsword
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Cure
SS
Spell C
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Fireblade
SS
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Black Spot
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
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.

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Armors
Spoiler:
Chain Mail
SS
Armor C
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Wooden Armor
SS
Armor C
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
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.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Leather Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.

Items
Spoiler:
Powder Horn
SS
Item C
Traits:
Tool
Alchemical
Basic
To Acquire:
Ranged
Intelligence
Craft 6
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.

Spoiler:
Emerald of Dexterity
SS
Item B
Traits:
Object
Magic
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

Spoiler:
Noxious Bomb
SS
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
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.

Spoiler:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
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.

Spoiler:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.

Allies
Spoiler:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
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.

Spoiler:
Boatswain
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
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.

Spoiler:
Dolphin
SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Blessings
Spoiler:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Erastil:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 Skizza/rhynndavrie
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Vika/Chthonicthul:
Spoiler:
Hourglass Card 9 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 Varril/sirrogue
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 Vika/Chthonicthul
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Athnul/Kulko:
Spoiler:
Hourglass Card 14 Athnul/Kulko
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Varril/sirrogue:
Spoiler:
Hourglass Card 16 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Vika/Chthonicthul:
Spoiler:
Hourglass Card 17 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Athnul/Kulko:
Spoiler:
Hourglass Card 18 Athnul/Kulko
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 19 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 19 Skizza/rhynndavrie
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Varril/sirrogue:
Spoiler:
Hourglass Card 20 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Vika/Chthonicthul:
Spoiler:
Hourglass Card 21 Vika/Chthonicthul
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 22 Athnul/Kulko:
Spoiler:
Hourglass Card 22 Athnul/Kulko
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 23 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 23 Skizza/rhynndavrie
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 24 Varril/sirrogue:
Spoiler:
Hourglass Card 24 Varril/sirrogue
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 25 Vika/Chthonicthul:
Spoiler:
Hourglass Card 25 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/sirrogue, Athnul/Kulko, Sea Chanty - See Ship for Closing Conditions

Docks Card 1 (Buoyancy):
Buoyancy
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 3
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.
Docks Card 2:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
Docks Card 3:
Ring of the Beasts
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Docks Card 4:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Docks Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.
Docks Card 6:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.
Docks Card 7:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.
Docks Card 8:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 2:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 3:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 4:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 5:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Gozreh's Flow Card 6:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 7:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 9:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 10:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 2:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 3:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 4:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 5:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 10:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Vika/Chthonicthul, None
Cannibal Isle Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Cannibal Isle Card 2:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.
Cannibal Isle Card 3:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cannibal Isle Card 4:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Cannibal Isle Card 5:
Devilfish
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
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.
Cannibal Isle Card 6:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Cannibal Isle Card 7:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 8:
Villain Proxy V1
SS
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Lonely Island Card 1:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
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.
Lonely Island Card 2:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 3:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 4:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 6:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 7:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.
Lonely Island Card 8:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 9:
Cloth Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.
Lonely Island Card 10:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.

Location #6: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, None


Turn 4, under Blessing of Erastil...

[ooc]At the start of your explore step, you may recharge a card (Flame Staff), to allow another local character (Athnul) to recharge a random card from their discards.

Varril, now a reluctant bucaneer, is hesitant to leave the ship, and, after shining Shelyn's light upon the lovely Athnul, continues to wander the Sea Chanty, exploring his new home. In a disused nook, the holy man finds a scroll of Card 1: Buoyancy.

Buoyancy CtA Int 3: 1d6 ⇒ 3 Success! Varril is not trained in the arcane arts, but smart enough to decipher this simple spell, tucking it away for later.

In the next cabin, a Troubadour Varril befriended earlier points the inquisitor to a rack of Card 2: Chain Mail in the corner.

Chain Mail CtA Con 3: 1d6 ⇒ 5 Success! The heavy armor seems an impractical choice at sea, but might be worth donning while going ashore.

On the advice of his new shipboard Apprentice, Varril searches discarded piles of hay leftover from transporting livestock and finds what might be a Card 2: Ring of the Beasts!

Ring of the Beasts CtA Divine 9: 1d8 + 3 ⇒ (6) + 3 = 9 Success! While not sponsored by a particular deity, Varril recognizes the tinge of natural divine magic, confirming his suspcious. Shelyn be praised, this trinket should be quite useful at sea!

Feeling confident in his streak of luck, Varril chances indulging in the assistance of a boon of Abraxas, confident his own resolve to resist its corruption is greater than his parents'. Following the divine nudge towards the cargo hold, Varril rounds the back row of crates and confronts Card 4: Jemma Redclaw herself!

Before the inquisitor can inquire as to her intentions, she flicks some magical signaling device, and Varril hears the sounds of alert from the deck above has her vessel, the Shackles Pirate Ship assails the Sea Chanty! Varril quickly calls upon Shelyn's Grace to protect the ship discard a card (Buoyancy) to use Divine instead.

villain fight!:

Shackles Pirate Ship CtD Wis Div 6: 1d8 + 3 ⇒ (7) + 3 = 10 Success!

A mighty wind blows the assailants off course, sending their ambushing salvo wide of their ship! Varril lets the crew deal with their counterattack while he deals with their captain. Imbuing his Walking Stick with divine energy, Varril adds an unexpected (if uncouth) snort of Burning Snot to the attack!

Jemma Redclaw CtD Combat 11: 1d8 + 3 + 1d4 + 1d6 + 1d4 ⇒ (5) + 3 + (3) + (1) + (3) = 15 Success!

The dual attack surprises the captain with its divine ferocity, and a few blows, she retreats above deck and overboard to who-konws-where. Varril calls on Shelyn's light discarding Chain Mail to secure the ship from further intrusion.

Sea Chanty CtC Survival Divine 6: 1d8 + 3 ⇒ (4) + 3 = 7 Success! The ship is closed.

UPKEEP:
Sea Chanty Card 1 ACQUIRED.
Sea Chanty Card 2 ACQUIRED.
Sea Chanty Card 3 ACQUIRED.
Sea Chanty Card 4 BANISHED.
Sea Chanty CLOSED.

Varril attempts to recover all cards in his Recovery pile.
Burning Snot: Divine 7: 1d8 + 3 ⇒ (7) + 3 = 10 -> Burning Snot recharged.

After resetting, Varril draws Cure, which he'll use on himself at the start of Vika's turn.

Cure heal: 1d4 + 1 ⇒ (4) + 1 = 5 Varril is healed for 5: (Walking Stick, Chain Mail, Apprentice, Troubadour, Buoyancy). Deck shuffled.

Still nervous about mercenary work, Varril uses his power as a Spellbound to help keep the spell in his mind.

Cure CtR Div 8: 2d8 + 3 ⇒ (4, 4) + 3 = 11 Success!

Hand posted after Cure and recharge.

Varril wrote:

Hand: Ring of the Beasts, Heavy Crossbow (Core), Blessing of Pharasma, Blessing of Shelyn,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Pharasma: 2 dice on a check with a spell
Shelyn: 2 dice on a n/c Wisdom check
Movement: Move me to an occupied location if my location closes.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Apprentice, Armor of the Sands, Grave Tender, Blessing of the Spellbound, Burning Snot, Buoyancy, Walking Stick, Chain Mail, Troubadour, Flame Staff, Clinging Venom
Recharged: Blessing of the Spellbound 2, Cure,
Discard Pile: Blessing of Abraxas,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.


Melee 6 to Guard Cannibal Isle: 1d10 + 2 ⇒ (5) + 2 = 7 Guarded


Plunder from Shackles Pirate Ship Defeat: 1d6 ⇒ 2 Spell added to ship.

Unfortunately, because we haven't defeated Sarlis, Jemma is undefeated and the ship remains open.

Varril can take back Chain Mail to hand since no opportunity to close. Unfortunately he then needs to bury 1d4 from bottom of deck for Jemma's undefeated text. =( That may change some end of turn actions, as well, so let us know how that all plays out.

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

During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 5, Vika/Chthonicthul

Random Cards:

Monsters
Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Spoiler:
Bloodbug
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
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.

Spoiler:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Barriers
Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Spoiler:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Spoiler:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Spoiler:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
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.

Spoiler:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Weapons
Spoiler:
Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic
To Acquire:
Dexterity
Ranged
Craft 6
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.

Spoiler:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.

Spoiler:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
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.

Spoiler:
Blunderbuss
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
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.

Spoiler:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Spells
Spoiler:
Phantasmal Minion
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Arcane Armor
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Phantasmal Minion
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Armors
Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
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.

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
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.

Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
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.

Items
Spoiler:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Conch Shell
SS
Item B
Traits:
Object
Aquatic
Basic
To Acquire:
Wisdom
Perception 5
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.

Spoiler:
Bracers of Protection
SS
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Spoiler:
Tot Flask
SS
Item C
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.

Spoiler:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

Allies
Spoiler:
Captain
SS
Ally C
Traits:
Human
Captain
Pirate
Basic
To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
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.

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
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.

Spoiler:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Spoiler:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
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.

Blessings
Spoiler:
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Spoiler:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.

Spoiler:
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.

Current Hour:

Blessing of Achaekek:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Kulko:
Spoiler:
Hourglass Card 1 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 2 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Varril/sirrogue:
Spoiler:
Hourglass Card 3 Varril/sirrogue
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 4 Vika/Chthonicthul:
Spoiler:
Hourglass Card 4 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Athnul/Kulko:
Spoiler:
Hourglass Card 5 Athnul/Kulko
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 6 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 6 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Varril/sirrogue:
Spoiler:
Hourglass Card 7 Varril/sirrogue
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 8 Vika/Chthonicthul:
Spoiler:
Hourglass Card 8 Vika/Chthonicthul
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 9 Athnul/Kulko:
Spoiler:
Hourglass Card 9 Athnul/Kulko
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 10 Skizza/rhynndavrie
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 11 Varril/sirrogue:
Spoiler:
Hourglass Card 11 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Vika/Chthonicthul:
Spoiler:
Hourglass Card 12 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Athnul/Kulko:
Spoiler:
Hourglass Card 13 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 14 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 15 Varril/sirrogue:
Spoiler:
Hourglass Card 15 Varril/sirrogue
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Vika/Chthonicthul:
Spoiler:
Hourglass Card 16 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Athnul/Kulko:
Spoiler:
Hourglass Card 17 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 18 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 18 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 19 Varril/sirrogue:
Spoiler:
Hourglass Card 19 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 20 Vika/Chthonicthul:
Spoiler:
Hourglass Card 20 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 21 Athnul/Kulko:
Spoiler:
Hourglass Card 21 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/sirrogue, Athnul/Kulko, Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.
Docks Card 2:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Docks Card 3:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.
Docks Card 4:
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.
Docks Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.
Docks Card 6:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Gozreh's Flow Card 1:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Gozreh's Flow Card 2:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 3:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 4:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 6:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 7:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 8:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Gozreh's Flow Card 9:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 10:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 11:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Windward Isle Card 1:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 2:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 4:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windward Isle Card 11:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Vika/Chthonicthul, None
Cannibal Isle Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Cannibal Isle Card 2:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.
Cannibal Isle Card 3:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cannibal Isle Card 4:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Cannibal Isle Card 5:
Devilfish
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
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.
Cannibal Isle Card 6:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Cannibal Isle Card 7:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 8:
Villain Proxy V1
SS
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Lonely Island Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Lonely Island Card 2:
Cloth Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.
Lonely Island Card 3:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.
Lonely Island Card 4:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
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.
Lonely Island Card 5:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 7:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 9:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 10:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 11:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.

Location #6: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, None


Turn 5: Vika/Blessing of Achaekek

Explore Cannibal Isle Card #1: Hull Damage
Craft 7 to defeat Hull Damage, recharging Earthbreaker to add d6: 1d10 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7 Wow, OK, I'll take it. Defeated and banished.

After finishing her bird, Vika makes her way back to her dingy, somewhat calmed by her jaunt. When she gets to the beach, she sees with dismay that something has riven the hull of her boat! The warrior grabs pitch and brush and gets to work on the repairs.

Reset hand and end turn.

Vika wrote:

Hand: Warhammer, Greatclub, Topaz of Strength, Heavy Wooden Shield,

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: N"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Varril wakes to the concerned faces of his fellow crew. The last thing he remembered was chasing Jemma Redclaw off the ship; how did he get to sickbay?

Reluctantly, a deckhand explains that when she leapt overboard, it was not into the sea, but onto the back of a powerful naga. It tail-whipped the inquisitor backward, cracking his head on the mast before ferrying the rogue captain away they know not where.

If the villain isn't defeated...actually, I didn't think about it, I didn't need to make the check to close anyway, because it would have been a villain defeat. So either way, I don't make that check, don't discard Chain Mail to make it a Divine check, and Chain Mail isn't in my discards to get healed, so Blessing of Abraxas is healed instead, and I don't draw Blessing of Shelyn. Unfortunately, it also means: "If undefeated, bury the bottom 1d4 cards of your deck."

1d4 ⇒ 4 Ugh. Varril buries Blessing of the Spellbound, Flame Staff, Burning Snot, and Grave Tender.

Varril wrote:

Hand: Ring of the Beasts, Heavy Crossbow (Core), Chain Mail, Blessing of Pharasma,

Displayed:
Deck: 10 Discard: 0 Buried: 4
Hero Points: 0
NOTES:
Available Support: Pharasma: 2 dice on a check with a spell
Movement: Move me to an occupied location if my location closes.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded: Blessing of Shelyn,
Middle of Deck (Unknown Order): Buoyancy, Clinging Venom, Troubadour, Blessing of Abraxas, Walking Stick, Armor of the Sands, Apprentice
Recharged: Blessing of the Spellbound 2, Cure,
Discard Pile:
Buried Pile: Blessing of the Spellbound, Flame Staff, Burning Snot, Grave Tender,

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.


Athnul's Deckhandler

Turn 6: Athnul
The hour is Blessing of the Gods

"Hey Vika, what did you find here? Anything interesting happening?" Athnul decide to look for the other passengers before venturing out onto the sea.

On cannibal isle he meets a Carver but the man hasn't seen where Vika went. Athnul as no choice but to keep looking herself, while the mercenaries on the ships haunt her with leering comments. After a further 20 minutes athnul can't take the jibes anymore, snaps at the first one of them she finds and gives him a good trashing to shut him up.

STart of Turn
Move to Cannobal Isle to avoid meeting Jenna again
Free explore
Meet Carver

CtA Cha 6: 1d6 ⇒ 2 Banished
Discard BotE to explore
Encounter mercenary
Reveal Amulett of the mighty Fists
Recharge Conch shell to power fists

CtD Combat 11: 1d6 + 2 + 1d10 + 1d4 ⇒ (2) + 2 + (8) + (4) = 16 Banished

End of Turn
Reset Hand

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Mighty Fists, Quartermaster, Blessing of Gorum, Conch Shell,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Lizard, Blessing of the Green Faith, Snake, Cabin Boy, Blessing of Milani, Blessing of Kelizandri, Desna's Star
Recharged: Koala,
Discard Pile: Stone Weasel, Blessing of the Elements,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

Upkeep
Moved to Cannibal island, Varill can join me.
Cannobal #1,2 Banished


Skizza Deck Handler

Turn 7, Blessing of the Gods

Skizza's flare finally caught the attention of the Sea Chanty and he scrambles aboard as it nears the Atoll. He heads down into the hold to ensure the cargo is still properly stored.

Frostbite-CtA: Intelligence 7: 1d10 ⇒ 10 Acquired.

There's a scroll that has come loose, fortunately Skizza save it from water and tucks it into scroll case before packing it away.

Discard Burglar to examine and may explore if boon.

Skizza is about to head back up on deck when again something catches the faint light. It's another scroll!

Discard Carnival to bless.

Holy Stone-CtA: Wisdom 6: 2d6 ⇒ (2, 5) = 7 Acquired

Skizza shakes head at carelessness of crew, sure most of these pirates can't read, but Skizza knows people who can. He thinks...

He scoops up second scroll and also packs it away before heading on deck.

End of turn, discard spells and reset.

Skizza wrote:

Hand: Shock Musket +1, Pistol +1, Thieves' Tool, Archer's Bracers, Gem of Physical Prowess,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar, Alkenstar Pistol, Wheellock Pistol, Blessing of Calistria, Elixer of Healing, Priest of Abadar, Blast Stone, Buckler Gun, Prayer
Recharged:
Discard Pile: Blessing of the Gods, Burglar, The Carnival, Holy Stone, Frostbite,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 8, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Ghost
SS
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
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.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Skeleton
SS
Monster C
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Spoiler:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
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.

Spoiler:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
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.

Spoiler:
Zombie
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Barriers
Spoiler:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Spoiler:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
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.

Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Spoiler:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
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.

Spoiler:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Weapons
Spoiler:
Boarding Pike
SS
Weapon C
Traits:
Polearm
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 6
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.

Spoiler:
Boarding Pike
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 6
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.

Spoiler:
Sap
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Spoiler:
Musket
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Shock Musket +1
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 11
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.

Spells
Spoiler:
Phantasmal Minion
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Phantasmal Minion
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Force Missile
SS
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic
To Acquire:
Intelligence
Arcane 4
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.

Spoiler:
Instant Armor
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
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 either 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.

Spoiler:
Inflict
SS
Spell C
Traits:
Magic
Divine
Attack
Basic
To Acquire:
Wisdom
Divine 6
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.

Armors
Spoiler:
Leather Armor
SS
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.

Spoiler:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
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.

Items
Spoiler:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.

Spoiler:
Spellmaster's Tricorne
SS
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
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.

Spoiler:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


Allies
Spoiler:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Dwarf Caiman
SS
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

Spoiler:
Besmaran Priest
SS
Ally C
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
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.

Spoiler:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
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.

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Gorum:
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Vika/Chthonicthul:
Spoiler:
Hourglass Card 9 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 Varril/sirrogue
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Athnul/Kulko:
Spoiler:
Hourglass Card 14 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 16 Varril/sirrogue:
Spoiler:
Hourglass Card 16 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 17 Vika/Chthonicthul:
Spoiler:
Hourglass Card 17 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 18 Athnul/Kulko:
Spoiler:
Hourglass Card 18 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/sirrogue, Skizza/rhynndavrie, Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.
Docks Card 2:
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.
Docks Card 3:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.
Docks Card 4:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Gozreh's Flow Card 1:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Gozreh's Flow Card 2:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 3:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 4:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 6:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 7:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 8:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Gozreh's Flow Card 9:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 10:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 11:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Windward Isle Card 1:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 2:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 4:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windward Isle Card 11:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Vika/Chthonicthul, Athnul/Kulko, None
Cannibal Isle Card 1:
Smuggler
SS
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Cannibal Isle Card 2:
Devilfish
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
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.
Cannibal Isle Card 3:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Cannibal Isle Card 4:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 5:
Villain Proxy V1
SS
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Lonely Island Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Lonely Island Card 2:
Cloth Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.
Lonely Island Card 3:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.
Lonely Island Card 4:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
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.
Lonely Island Card 5:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 7:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 9:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 10:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 11:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.

Location #6: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Turn 8, under Blessing of Gorum...

Varril almost deboards when Athnul leaves, but feels a tug of responsibility for not protecting the ship, and on seeing Skizza return a little worse for wear, opts to stay and ease the gunslinger's fatigue.

[ooc]At the start of your explore step, you may recharge a card Chain Mail, to allow another local character Skizza to recharge a random card from their discards.

Determined to rectify his failure in defense of the Sea Chanty, Varril continues to thoroughly search it for any further stowaways. Instead he finds a Card 1: Buckler.

Buckler CtA Con 3: 1d6 ⇒ 2 Failure!

Wanting to keep his hands free, Varril discards the armor, and asks for Pharasma's guidance in his search, and her divine nudge uncovers a holy boon Card 2: Blessing of Milani amongst the cargo hold detritus.

Blessing of Milani CtA Divine 5: 1d8 + 3 ⇒ (5) + 3 = 8 Success! Varril has heard tale of the value of Milani's blessing at sea, and opts to save it for more dire circumstances than continuing his search. He pauses a moment to rest and center himself on Shelyn's will.

Varril wrote:

Hand: Ring of the Beasts, Heavy Crossbow (Core), Blessing of Milani, Blessing of Shelyn, Walking Stick, Clinging Venom,

Displayed:
Deck: 8 Discard: 1 Buried: 4
Hero Points: 0
NOTES:
Available Support: Shelyn: 2 dice to a n/c Wis check
Milani: 2 dice to a n/c Dex or Wis check
Heavy Crossbow: 1d8 to Distant combat
Movement: Move me to an occupied location if my location closes.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded: Armor of the Sands,
Middle of Deck (Unknown Order): Apprentice, Blessing of Abraxas, Troubadour, Buoyancy
Recharged: Blessing of the Spellbound 2, Cure, Chain Mail,
Discard Pile: Blessing of Pharasma,
Buried Pile: Blessing of the Spellbound, Flame Staff, Burning Snot, Grave Tender,

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.

UPKEEP:
Sea Chanty Card 1 BANISHED.
Sea Chanty Card 2 ACQUIRED.


Athnul's Deckhandler

Hand Correction:
Since it would have been buried otherwise I use the Quartermaster isntead of the blessing to fuel my second exploration.

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Mighty Fists, Blessing of the Elements, Blessing of Gorum, Conch Shell,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Lizard, Blessing of the Green Faith, Desna's Star, Cabin Boy, Snake, Blessing of Kelizandri, Blessing of Milani
Recharged: Koala,
Discard Pile: Stone Weasel, Quartermaster,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)


Turn 9: Vika/Blessing of the Gods

Explore Cannibal Isle Card #1: Smuggler. Yay, my first combat!

The shifty little man that surprises Vika as she repairs the dinghy may be scrawny, but wields a nasty-looking dirk. Vika smiles, glad to have something to smash. She hurls her shield at his face, but he ducks and the shield flies into the undergrowth. She grabs an oar and faces the man. So, then, the man and his dirk against the half-elf and her oar.

Before acting, display Heavy Wooden Shield
Combat 9 to defeat Smuggler, revealing Greatclub: 1d10 + 2 + 1d10 + 1 ⇒ (8) + 2 + (10) + 1 = 21 Defeated; banished.
Discard Heavy Wooden Shield

Vika wipes bits of smuggler from her oar, musing on the impermanence of things.

Reset hand and end turn.

Vika wrote:

Hand: Warhammer, Greatclub, Topaz of Strength, Crowbar,

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: N"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Athnul's Deckhandler

Turn 10: Athnul
The hour is Blessing of Abadar

After Athnul had found Vika in a scrum with a local smuggler she decides to best visit the local shrine. The island seems to had a quite active community and he prayed to Erastil and Achaekek. When praying to the later she had a vision of a local cave where the Giant sea snake was resting. She hurried back to the others to tell them about her find.

Start of Turn
Stay on Cannibal Isle
Free explore
Encounter Devilfish
Reveal Amulett of the mighty Fists
Recharge BotE to power fists

CtD Combat 10: 1d6 + 2 + 1d10 + 1d4 ⇒ (5) + 2 + (9) + (4) = 20 Banished

Discard Blessing of Cayden Cailen to explore
Encounter Blessing of Erastil

CtA Dex 5: 1d6 ⇒ 6 Acquired

Discard Blessing of Erastil to explore
Encounter Blessing of Achaekek

CtA Int 7: 1d4 ⇒ 4 Banished

Discard Blessing of Gorum to explore
Encounter Sarlis (villain 2)
To few cards in hand to take force damage Reveal Blessing to evade

EoT
Reset Hand
Bury Shock Lizard

Upkeep
Cannibal Island #2,4 banished
Cannibal Island #3 Acquired
Cannibal Islandd #5 Known and shuffled


Skizza Deck Handler

Turn 7, Blessing of the Gods

Having secured the ship and with Varril's help determined Jemma is not longer on board, Skizza decides that securing the boat is probably the right plan, especially since it appears she left behind a couple of traps.

First up is a chest, Skizza remembers there being some good loot in there, trust her to rig something nasty up that might destroy the booty.

Reveal Thieves' Tools for dice.

Large Chest-CtD: Disable 10: 2d10 + 2 ⇒ (9, 2) + 2 = 13 Success!

Weapons!: 1d4 ⇒ 4 Boarding Pike, Boarding Pike #2, Sap, and Musket. Garbage.

Skizza frowns as he works his way through the trap and discovers a bunch of mundane weapons. Jemma must have gotten the good stash and left this one behind. She's tricksy.

Skizza sets the weapons aside as well as a bit of his gear as he rummages for means of speeding up his exploration.

Skizza wrote:

Hand: Shock Musket +1, Alkenstar Pistol, Thieves' Tool, Gem of Physical Prowess, Blessing of Calistria,

Displayed:
Deck: 8 Discard: 10 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Elixer of Healing, Wheellock Pistol, Buckler Gun, Blessing of Alkenstar, Blast Stone, Priest of Abadar
Recharged: The Carnival,
Discard Pile: Blessing of the Gods, Burglar, Boarding Pike, Holy Stone, Frostbite, Boarding Pike again, Sap, Musket, Pistol +1, Archer's Bracers,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 12, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
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.

Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Spoiler:
Bloodbug
SS
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
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.

Spoiler:
Merfolk
SS
Monster C
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Barriers
Spoiler:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Spoiler:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Spoiler:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.

Spoiler:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Spoiler:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
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.

Weapons
Spoiler:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Spoiler:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
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.

Spoiler:
Boarding Pike
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 6
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.

Spoiler:
Main-Gauche
SS
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite
To Acquire:
Strength
Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Spoiler:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Spells
Spoiler:
Detect Magic
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
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 4 check to recharge this card isntead of discarding it.

Spoiler:
Phantasmal Minion
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character at any location.
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.

Spoiler:
Black Spot
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
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.

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Armors
Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
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.

Spoiler:
Chain Mail
SS
Armor C
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Cloth Armor
SS
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.

Items
Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
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, put the examined card on the top or bottom of your deck.

Spoiler:
Bracers of Protection
SS
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Spoiler:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.

Spoiler:
Noxious Bomb
SS
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
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.

Allies
Spoiler:
Besmaran Priest
SS
Ally C
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
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.

Spoiler:
Master Gunner
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
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.

Spoiler:
Parrot
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
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.

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Giffer Tibbs
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
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.

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Erastil
SS
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.

Current Hour:

Blessing of Abadar:
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 Skizza/rhynndavrie
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Vika/Chthonicthul:
Spoiler:
Hourglass Card 9 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 14 Athnul/Kulko:
Spoiler:
Hourglass Card 14 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Skizza/rhynndavrie, Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Gozreh's Flow Card 1:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Gozreh's Flow Card 2:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 3:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 4:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 6:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 7:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 8:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Gozreh's Flow Card 9:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 10:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 11:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Windward Isle Card 1:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 2:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 4:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windward Isle Card 11:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Vika/Chthonicthul, Athnul/Kulko, None
Cannibal Isle Card 1 (Villain Proxy V1):
Villain Proxy V1
SS
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Lonely Island Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Lonely Island Card 2:
Cloth Armor
SS
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.
Lonely Island Card 3:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.
Lonely Island Card 4:
Short Sword
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
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.
Lonely Island Card 5:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 7:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 9:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 10:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 11:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.

Location #6: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Turn 12, under Blessing of Abadar...

[ooc]At the start of your explore step, you may recharge a card Walking Stick, to allow another local character Athnul to recharge a random card from their discards.

Receiving word that the creature that thwarted his defeat of Jemma Redclaw is at Cannibal Isle Varril travels there with all due haste. After taking a moment to bless Athnul, the inquisitor sacrifices the Ring of the Beasts to Shelyn in a small ritual to enhance his negotiator's face and approaches Card 1: Sarlis with her Blessing.

Sarlis BYA Force damage: 1d4 - 1 ⇒ (4) - 1 = 3 Ouch again! Discarding Clinging Venom, Heavy Crossbow (Core), Blessing of Milani. I realize I should have done that first before the discards for the check, but I have just enough cards to cover it, so it's a wash.

The naga recognizes Varril and reacts reflexively to his presence, but the half-elf remains stalwart in his passive stance and attempts to parley.

Sarlis CtD Dip Div 10: 3d8 + 3 ⇒ (7, 4, 8) + 3 = 22 Success!

The creature is unwilling to divulge the nature of the deal he has with Redclaw, but after eloquently outlining our grievances against her Sarlis agrees not to intercede on her behalf again.

The naga leaves the island behind, but not before helping restore Varril's friend the holy Grave Tender draw buried allies on closing.

Varril wrote:

Hand: Grave Tender, Blessing of Abraxas, Apprentice, Armor of the Sands, Troubadour, Buoyancy,

Displayed:
Deck: 4 Discard: 6 Buried: 3
Hero Points: 0
NOTES:
Available Support: Abraxas: 2 dice to Arcane or Divine
Heavy Crossbow: 1d8 to Distant combat
Troubadour: 1d6 to local Cha or Dip
Movement: Move me to an occupied location if my location closes.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Spellbound 2, Cure, Chain Mail, Walking Stick,
Discard Pile: Blessing of Pharasma, Ring of the Beasts, Blessing of Shelyn, Heavy Crossbow (Core), Blessing of Milani, Clinging Venom,
Buried Pile: Blessing of the Spellbound, Flame Staff, Burning Snot,

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.

UPKEEP:
Athnul may recharge a card form discards.
Cannibal Isle Card 1 BANISHED.
Cannibal Isle Card 1 CLOSED.


Turn 13: Vika/Blessing of Gorum

Move to Windward Isle

Explore Windward Isle Card #1: Cutlass
Melee 6 to acquire Cutlass: 1d10 + 2 ⇒ (7) + 2 = 9 Acquired

Reunited with Varliss, Vika watches with admiration as he negotiates with Sarliss. He certainly has some talent in that direction!

This particular island has lost its appeal to her, however, so she boards her dinghy and heads to a nearby one. A single rusty blade is stuck in the sand. She tucks it in her belt and heads into the interior of the island.

Reset hand and end turn, discarding Cutlass as a free discard.

Vika wrote:

Hand: Warhammer, Greatclub, Topaz of Strength, Crowbar,

Displayed:
Deck: 10 Discard: 3 Buried: 0
"Current Location: Windward Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: N"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Turn 13: Vika/Blessing of Gorum REDO

Move to Ship

Explore Ship (Docks) Card 1#1: Barroom Brawl
Melee 6 to defeat Barroom Brawl: 1d10 + 2 ⇒ (2) + 2 = 4 TBD
Shirt reroll of Melee 6 to defeat Barroom Brawl: 1d10 + 2 ⇒ (10) + 2 = 12 Defeated. Will be banished, but everyone on the Ship needs to fight it first.

Survival 6 to close Ship, recharging Topaz of Strength to use Strength: 1d10 ⇒ 8 Success; closed

Vika wrote:

Hand: Warhammer, Greatclub, Quartermaster, Crowbar,

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Windward Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: Y"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Skizza Deck Handler

Barroom Brawl-CtD: Dex 6: 1d10 + 1 ⇒ (10) + 1 = 11

Skizza dodges and weaves her way out of the hold as Vika finds and forcefully removed a couple more stowaways.


Athnul's Deckhandler

Offturn:
Reveal Blessing to evade Barroom Brawl
On Closing Vika gets to examien a location, choosing Gozreth flow, to get a bearing for Athnul
Examine Goblin Keelhaulin' (barrier)

Turn 14: Atnul
The Hour is Blessing of Gozreh

When a mass brawl breaks out between the seaman and the stowawys, Athnul weaves through the combatants avoidin any contact with the brawlers. Seeing Vika beating up his opponent and confident that the fighting will soon die down, Athnul focuses on finding the instigator. Soon she spots the little green man in the back, throwing rage potions into the fight to keep the brawl going.
Athnul swiftly flies iover, grabs im by the vest and throws im Overboard to provide a proper keelhauling.
When the goblin finally manages to cut himelf loose he disappears on Gozreths flow and Athnul follows him to make sure he does not start further problems there.

Start of Turn
Examine top card of
Move to Gozreh's Flow (assuming alone)
Encounter Goblin Keelhaulin'
Discard BoKelzandri to bless

CtD Fortitude 5+2=7: 2d10 + 2 ⇒ (3, 9) + 2 = 14 Banished, Stash 5 plunder.
Plunder: 5d6 ⇒ (1, 5, 3, 1, 3) = 13 2x weapon, 2x Armor, 1 x Ally

End of Turn
recharge Desna star to recharge a random card - Blessing Erastil
Reset Hand

Athnul wrote:

Hand: Snake, Amulet of Mighty Fists, Blessing of Milani, Blessing of the Green Faith, Koala,

Displayed:
Deck: 4 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Conch Shell, Blessing of the Elements, Desna's Star, Blessing of Erastil,
Discard Pile: Stone Weasel, Quartermaster, Cabin Boy, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of Kelizandri,
Buried Pile: Shock Lizard,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

Upkeep:
Gozrehs Flow #1 Banished
5 Pluder stashed (2 weapon, 2 Armor, Item


Skizza Deck Handler

Turn 15, Blessing of Gorum

After scrambling out of the hold and avoiding the skirmish, Skizza takes a dingy out to Lonely Island to see if Jemma has retreated for some alone time.

Skizza finds a shrine to pirates in the form of some rum and a scattering of gems and coins. He takes a swig of the rum and tosses a coin of his own to the pile.

Blessing of Besmara-CtA: Dexterity 5: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 Acquired.

Feeling blessed by the pirate gods for some plundering, Skizza heads deeper into the island's interior quickly finding a bit of armor that has been left behind.

Discard BoBesmara to explore.

Cloth Armor-CtA: Con 2: 1d6 + 1d4 ⇒ (4) + (2) = 6 Acquired, drawing a card on Cloth Armor acquire - Blessing of Alkenstar.

The armor still looks serviceable, if nothing special, so Skizza slips it on.

Discard Blessing of Calistria to explore.

Skizza starting to feel that this is the island where pirates toss of starting gear as he finds a Belaying Pin, but in his self appointed beach cleanup role, Skizza attempts to grab it too.

Belaying Pin-CtA: Strength 3: 1d4 + 1d4 ⇒ (4) + (3) = 7 Acquired.

It easily pulls free as Skizza stuffs it into his packs and forges ahead.

Discard Blessing of Alkenstar to explore.

Short Sword-CtA: Strength 4: 1d4 + 1d4 ⇒ (3) + (3) = 6 Acquired.

Skizza decides after picking up another junky sword to head back to the dingy to offload this junk before exploring further.

Skizza wrote:

Hand: Shock Musket +1, Alkenstar Pistol, Thieves' Tool, Gem of Physical Prowess, Priest of Abadar,

Displayed:
Deck: 6 Discard: 16 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Wheellock Pistol, Blast Stone, Elixer of Healing, Buckler Gun
Recharged: The Carnival,
Discard Pile: Blessing of the Gods, Burglar, Boarding Pike, Holy Stone, Frostbite, Boarding Pike again, Sap, Musket, Pistol +1, Archer's Bracers, Blessing of Besmara, Blessing of Calistria, Belaying Pin, Cloth Armor, Blessing of Alkenstar, Short Sword,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 16, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Spoiler:
Water Elemental
SS
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Spoiler:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Barriers
Spoiler:
Man Overboard
SS
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
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.

Spoiler:
Man Overboard
SS
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
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.

Spoiler:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.

Spoiler:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Spoiler:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
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.

Weapons
Spoiler:
Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic
To Acquire:
Dexterity
Ranged
Craft 6
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.

Spoiler:
Mace
SS
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
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.

Spoiler:
Light Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Boarding Axe
SS
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.

Spoiler:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Spells
Spoiler:
Phantasmal Minion
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character at any location.
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.

Spoiler:
Cure
SS
Spell C
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Arcane Armor
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
SS
Spell C
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Armors
Spoiler:
Fortified Leather Armor
SS
Armor 1
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Leather Armor
SS
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
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.

Spoiler:
Chain Mail
SS
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Chain Mail
SS
Armor C
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Items
Spoiler:
Onyx of Constitution
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Spoiler:
Powder Horn
SS
Item B
Traits:
Tool
Alchemical
Basic
To Acquire:
Ranged
Intelligence
Craft 6
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.

Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Pearl of Wisdom
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Spoiler:
Eye Patch
SS
Item C
Traits:
Accessory
Swashbuckling
Basic
To Acquire:
Charisma
Diplomacy 5
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.

Allies
Spoiler:
Deckhand
SS
Ally C
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Master-at-Arms
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
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.

Spoiler:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Spoiler:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
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.

Blessings
Spoiler:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
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.

Spoiler:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Current Hour:

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 Skizza/rhynndavrie
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 9 Vika/Chthonicthul:
Spoiler:
Hourglass Card 9 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Vika/Chthonicthul, Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
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.
Docks Card 2:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Docks Card 3:
Cat-o'-Nine-Tails
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite
To Acquire:
Strength
Melee 11
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.
Docks Card 4:
Ruby of Charisma
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Docks Card 5:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Athnul/Kulko, None
Gozreh's Flow Card 1:
Potion of Glibness
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Gozreh's Flow Card 2:
Merfolk
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Gozreh's Flow Card 3:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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.
Gozreh's Flow Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Gozreh's Flow Card 6:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
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.
Gozreh's Flow Card 7:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Gozreh's Flow Card 8:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 9:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Gozreh's Flow Card 10:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Windward Isle Card 1:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 2:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 4:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windward Isle Card 11:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, None

Lonely Island Card 1:
Trapped Locker
SS
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
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.
Lonely Island Card 2:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 3:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 4:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 5:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 6:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 7:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.

Location #6: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Turn 16, under Blessing of the Gods...

[ooc]At the start of your explore step, you may recharge a card Buoyancy, to allow another local character Athnul to recharge a random card from their discards.

Varril senses the most wounded is Skizza, but he seems to be communing with the island undisturbed, so instead the inquisitor rows out to Gozreh's Flow. After a quick bolstering for Athnul, Varril begins exploring the area. Bobbing in a tidepool is a bottle of what may be a Card 1: Potion of Glibness.

Potion of Glibness CtA Int 4: 1d6 ⇒ 1 Failure!

A crack in the vial seems to have drained its contents. Alas. Following his newly restored Grave Tender, Varril continues along the path until he reaches an aquatic being frolicking in the river. It looks displeased at being disturbed. Varril reaches for his crossbow, but finds it absent, remembering the final force blast from the naga. Instead, he calls upon the aid of Shelyn's divin(e)ity, sending the Troubadour back to the ship to offer a proper sacrifice at the shrine discarded, and signals his Apprentice to back him up.

Merfolk CtD Combat 8: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10 Success!

The show of divinity causes the merfolk to flinch and think twice about attacking, and it dives back beneath the current. Varril also thinks twice, realizing he has no means of defense, and beings rearranging his gear.

Start of next turn, Varrile casts Cure on himself, and then recharges Blessing of the Spellbound to aid the recovery check.

Cure heal: 1d4 + 1 ⇒ (3) + 1 = 4 [ooc]Varril is healed for 4: (Clinging Venom, Blessing of Milani, Grave Tender, Blessing of Pharasma). Deck shuffled.

Varril attempts to recover all cards in his Recovery pile.
Cure: Divine 8: 2d8 + 3 ⇒ (7, 8) + 3 = 18 -> Cure recharged.

Hand posted is after curing on Vika's turn.

Varril wrote:

Hand: Armor of the Sands, Blessing of Abraxas, Chain Mail, Walking Stick,

Displayed:
Deck: 8 Discard: 4 Buried: 3
Hero Points: 0
NOTES:
Available Support: Abraxas: 2 dice to Arcane or Divine

Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Apprentice, Clinging Venom, Buoyancy, Grave Tender, Blessing of Pharasma
Recharged: Blessing of the Spellbound 2, Cure,
Discard Pile: Ring of the Beasts, Blessing of Shelyn, Heavy Crossbow (Core), Troubadour,
Buried Pile: Blessing of the Spellbound, Flame Staff, Burning Snot,

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.

UPKEEP:
Athnul may recharge a card from discards.
Gozreh's Flow Card 1 BANISHED.
Gozreh's Flow Card 1 BANISHED.


Turn 17: Vika/ Blessing of the Gods

Move to Gozreh's Flow

Explore Gozreh's Flow Card #1: Shackles Pirate
Combat 10 to defeat Shackles Pirate, revealing Greatclub: 1d10 + 2 + 1d10 + 1 ⇒ (8) + 2 + (8) + 1 = 19 Defeated; banished

Discard Quartermaster to explore Gozreh's Flow Card #2: Blessing of the Gods. Auto-acquire.

Discard Blessing of the Gods to explore Gozreh's Flow Card #3: Mercenary
Combat 11 to defeat Mercenary, revealing Greatclub: 1d10 + 2 + 1d10 + 1 ⇒ (1) + 2 + (7) + 1 = 11 Defeated; banished

Vika leaves the ship to go find Athnul. What she finds instead is a pair of miscreants, who try to shake her down for her gold. Her greatclub has different ideas, however.

Reset hand and end turn.

Vika wrote:

Hand: Warhammer, Greatclub, Banner, Crowbar,

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Windward Isle
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: Y"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Athnul's Deckhandler

Offturn
Recharge discarded card: Blessing of Kelizandri

Turn 18: Athnul
The Hour is Blessing of the Gods

The flow of the currents here is constantly driving their boat back to the cannibal isle, but Athnul is able to stay clear oof the worst and keep them in deep waters.

Still upset by Vika calling her and Varril a pair of miscreants Athnul wanders of on her own only to be attacked by a Reefclaw. The monster prooves to be tough nut to crack for her kicks, but just as it is about to grab the monk with its pincers, Vika is comming out of village with the groups banner displayed, driving the crab away.

When the two discuss the way forward Athnul catches a glimpse of the redclaws ship, only to see the Jemma disappear in the flow again.

Start of Turn
Start of Move

Check to stay Wis 7: 1d10 ⇒ 8 Success
Stay at Flow
Free explore encounter Reefclaw
Recharge Koala to add Wisdom
reveal Amulet too add 1d4
recharge snake to add 1d4
Display Banner

CtD Combat 11: 1d6 + 2 + 1d10 + 1d4 + 1d4 + 1 ⇒ (2) + 2 + (5) + (1) + (4) + 1 = 15 success Reroll dice
CtD Combat 11: 1d6 + 2 + 1d10 + 1d4 + 1d4 + 1 ⇒ (5) + 2 + (1) + (1) + (1) + 1 = 11 Defeated

Discard BoGF to explore
Jemma Reefclaw
Not in a shape to fight, and we couldn't close enough anyway. so I reveal my blessing to evade.

Upkeep:
GF #6 Banished
GF #7 Evaded
Vikas Banner displayed

Athnul wrote:

Hand: Conch Shell, Amulet of Mighty Fists, Blessing of Milani, Blessing of the Elements, Desna's Star,

Displayed:
Deck: 4 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Erastil, Blessing of Kelizandri, Koala, Snake,
Discard Pile: Stone Weasel, Quartermaster, Cabin Boy, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Green Faith,
Buried Pile: Shock Lizard,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)


Skizza Deck Handler

Turn 19, Blessing of Abadar

Skizza continues his solitary trek around Lonely Island picking up the trash left behind by other pirates less concerned about the environmental impact. It comes as a bit of a pleasant surprise when he comes across a chest that actually tests his skills.

Reveal Thieves' Tools for 1 die on disable check.

Trapped Locker-CtD: Disable 9: 2d10 + 3 + 1d4 ⇒ (5, 5) + 3 + (1) = 14 Success, banished and drawing Fortified Leather Armor to hand.

It takes a bit of time as the lock has corroded a bit, but Skizza disables the trap and pops the lid to find a nice suit of armor. This might have made the trip worth while. He takes a moment to rearrange his pack.

Drew my Elixir of Healing, so going to chug that quick during the start of Varril's turn.

Elixir of Healing: 1d4 + 1 ⇒ (3) + 1 = 4 Skizza is healed for 4: (Archer's Bracers, Short Sword, Alkenstar Pistol, Sap). Deck shuffled.

Varril ends their turn.
Skizza attempts to recover all cards in their Recovery pile.
Elixer of Healing: Craft 6: 1d10 + 1 ⇒ (7) + 1 = 8 -> Elixer of Healing recharged reloaded.

Skizza wrote:

Hand: Shock Musket +1, Thieves' Tool, Gem of Physical Prowess, Priest of Abadar,

Displayed:
Deck: 11 Discard: 13 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded: Elixer of Healing,
Middle of Deck (Unknown Order): Archer's Bracers, Prayer, Fortified Leather Armor, Blast Stone, The Carnival, Short Sword, Alkenstar Pistol, Wheellock Pistol, Buckler Gun, Sap
Recharged:
Discard Pile: Blessing of the Gods, Burglar, Boarding Pike, Holy Stone, Frostbite, Boarding Pike again, Musket, Pistol +1, Blessing of Besmara, Blessing of Calistria, Belaying Pin, Cloth Armor, Blessing of Alkenstar,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-A: The Seaborne Guardian

When you defeat the villain Sarlis, do not check to see whether it escapes; instead, display it next to the blessings deck. If you would defeat Jemma Redclaw and Sarlis is not displayed next to the blessings deck, Jemma Redclaw is undefeated.

You win when Jemma Redclaw is defeated and cannot escape.

Additional Rules: Villain:
Jemma Redclaw

Sarlis - Villain Proxy V1:

Story Bane
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Charisma OR Diplomacy 10
All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

Henchmen (Closing):
Fipps Chumlett
Ruffians

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 20, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Spoiler:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
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.

Spoiler:
Zombie
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Barriers
Spoiler:
Harpoon Trap
SS
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Spoiler:
Treasure Map
SS
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
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.

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
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.

Spoiler:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.

Spoiler:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Weapons
Spoiler:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.

Spoiler:
Dagger
SS
Weapon B
Traits:
Knife
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 3
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 the combat check.

Spoiler:
Falcata
SS
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
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 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.

Spoiler:
Morningstar
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite
To Acquire:
Strength
Melee 6
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.

Spoiler:
Rapier
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 5
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.

Spells
Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Cure
SS
Spell C
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.

Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Armors
Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
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.

Spoiler:
Buckler
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Wooden Shield
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
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.

Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
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.

Items
Spoiler:
Pearl of Wisdom
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Spoiler:
Noxious Bomb
SS
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
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.

Spoiler:
Rum Bottle
SS
Item B
Traits:
Object
Liquid
Basic
To Acquire:
Constitution
Fortitude 7
OR Craft 5
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.

Spoiler:
Potion of Lucubration
SS
Item C
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.

Spoiler:
Conch Shell
SS
Item B
Traits:
Object
Aquatic
Basic
To Acquire:
Wisdom
Perception 5
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.

Allies
Spoiler:
Dolphin
SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
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.

Spoiler:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.

Spoiler:
Acolyte
SS
Ally C
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
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.

Spoiler:
Carver
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Blessings
Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Spoiler:
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 6

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
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.
Hourglass Card 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sea Chanty - See Ship for Closing Conditions

Docks Card 1:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
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.
Docks Card 2:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Docks Card 3:
Cat-o'-Nine-Tails
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite
To Acquire:
Strength
Melee 11
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.
Docks Card 4:
Ruby of Charisma
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Docks Card 5:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
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.

Location #2: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varril/sirrogue, Vika/Chthonicthul, Athnul/Kulko, None
Gozreh's Flow Card 1:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at 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.
Gozreh's Flow Card 2:
Fipps Chumlett
SS
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 3:
Jemma Redclaw
SS
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Gozreh's Flow Card 4:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Windward Isle Card 1:
Cutlass
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
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.
Windward Isle Card 2:
Swab
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos 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.
Windward Isle Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
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.
Windward Isle Card 4:
Taking on Water
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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.
Windward Isle Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
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.
Windward Isle Card 6:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.
Windward Isle Card 7:
Potion of Heroism
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
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.
Windward Isle Card 8:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 9:
Blast Stone
SS
Item C
Traits:
Object
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Windward Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windward Isle Card 11:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
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.

Location #4: Cannibal Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, None

Lonely Island Card 1:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Lonely Island Card 2:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.
Lonely Island Card 3:
Ruffian
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 4:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
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.
Lonely Island Card 5:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
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. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
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.

Location #6: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Skizza Deck Handler

Hrm, actually Elixir is discarded since Skizza isn't proficient...so it would be banished, but character power says discard instead.

Skizza wrote:

Hand: Shock Musket +1, Thieves' Tool, Gem of Physical Prowess, Priest of Abadar,

Displayed:
Deck: 10 Discard: 14 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blast Stone, Fortified Leather Armor, Alkenstar Pistol, The Carnival, Sap, Short Sword, Wheellock Pistol, Buckler Gun, Prayer, Archer's Bracers
Recharged:
Discard Pile: Blessing of the Gods, Burglar, Boarding Pike, Holy Stone, Frostbite, Boarding Pike again, Musket, Pistol +1, Blessing of Besmara, Blessing of Calistria, Belaying Pin, Cloth Armor, Blessing of Alkenstar, Elixer of Healing,
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



Athnul reports sighting Redclaw at the Flow, but she rightly did not attack while their are still escape routes unsecured. While it pains him to leave his allies without Shelyn's light, Varril knows this is for the greater good. He quickly boards the Sea Chanty, ordering the crew to set sail. The Flow is reluctant to let us leave, but Varril sacrifices his Chain Mail to ask for Shelyn's navigational guidance.

Gozreh's Flow SoT Wis Divine 7: 1d8 + 3 ⇒ (8) + 3 = 11 Success!

Guided by the Light, they make it out and make good time, but can only reach the edge of shore, so the inquisitor leans on the aid of his Walking Stick to reach the optimal point of the Windward Isle to guard against the villain's escape.

Varril wrote:

Hand: Armor of the Sands, Blessing of Abraxas, Blessing of Pharasma, Grave Tender, Blessing of Milani, Apprentice,

Displayed:
Deck: 5 Discard: 5 Buried: 3
Hero Points: 0
NOTES:
Available Support: Abraxas: 2 dice to Arcane or Divine
Milani: 2 dice to n/c Wis or Dex
Pharasma: 2 dice to check if a spell was played
Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clinging Venom, Buoyancy
Recharged: Blessing of the Spellbound 2, Cure, Walking Stick,
Discard Pile: Ring of the Beasts, Blessing of Shelyn, Heavy Crossbow (Core), Troubadour, Chain Mail,
Buried Pile: Blessing of the Spellbound, Flame Staff, Burning Snot,

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (☐ or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.


Turn 21: Vika/Blessing of the Gods[/B]

Move from Boat to Gozreh's Flow

Explore Gozreh's Flow Card #1: Lookout Duty
Wisdom 7 to defeat Lookout Duty, with Varril discarding Blessing of Milani to Bless twice: 1d8 + 2d8 ⇒ (8) + (1, 2) = 11 Ha! Would've made it anyway. Defeated and banished

"Look at" Gozreh's Flow Card #2 for defeating Lookout Duty: Fipps Chumlett; immediately encounter as per Lookout Duty power.
Combat 8 to defeat Fipps Chumlett, revealing Greatclub to add d10 plus 1 and adding 1 for Banner: 1d10 + 2 + 1d10 + 1 + 1 ⇒ (6) + 2 + (4) + 1 + 1 = 14 Defeated and banished

Wisdom 7 to close Gozreh's Flow: 1d8 ⇒ 2 Failure; remains open.

Vika climbs the mast and rides the distance back to the island in the crow's next. The view is glorious and invigorating... and provides a view of a little man at the isle, busy stacking wood. Vika recognizes him as Redclaw's second-in-command, and gleefully slides down a rope to the deck,very excited that their prey is close. One quick swing of her club later, and the third-in-command has a job opening ahead of him or her, whoever the poor sod is.

Reset hand and end turn

Vika wrote:

Hand: Warhammer, Greatclub, Blessing of the Samurai 1, Crowbar,

Displayed: Banner,
Deck: 8 Discard: 4 Buried: 0
"Current Location: Gozreh's Flow
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 1-A: Seaborn Guardian?: Y"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 (☐+1) (☐+2) to a combat check by another character at your location.
When you would discard a weapon (☐ or armor) for its power, you may recharge it instead.


Seeing his allies move into position, Varril begins an incantation of holy warding to let his enemies know they will find no solace here.

Varril discards Grave Tender to make closing a Divine check, recharge Apprentice for 1d6, recharge Armor of the Sands for 1d4. Windward Isle CtC Wis Divine 7: 1d8 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (5) + (1) = 11 Success!


Athnul's Deckhandler

Turn 22: Athnul
The hour is Blessing of Besmara

When Vika leaves ship, Athnul takes over the helm. While she sees the Inquisitor fighting Jemmas Henchman, Athnul feels a disturbance in the way from behind Windwards Isle.
Expecting the worst, she pulls her own ship around to intercept Jemma just as the pirat is entering the flow. Surprised by the sudden appearance of an enemy vessel and caught in the currents of the flow the pirate ship is unable to escape the Sea Chanty approaching at full ramming speed and is hit midship. Athnul easily jumps along the spreet onto the enemy deck and searches out the captain. She finds Jemma still reeling from the overwhelming attack and is easily able to knock her down before the ships crew can mount an effective resistance.

Start of Turn
Move to Flow
Free explore
Jemma Redclaw

BYA recharge Conch Shell
Summon and Encounter Shackles Pirate Ship.
Discard BoMilani to bless twice

CtD Wis 6: 3d10 ⇒ (6, 7, 5) = 18 Sunk and blown to tiny little bits.

reveal Amulet of mighty fists (+1d4)
Recharge Desna's Star (+ 1d10)
Vika recharge Card to add 1d6
Discard BotE

Combat 11: 2d6 + 2 + 1d10 + 1d6 + 1d4 + 1 ⇒ (1, 3) + 2 + (9) + (5) + (1) + 1 = 22 Defeated

[greater]WE WIN![/greater]


Skizza Deck Handler

Skizza is sad to hear friend priest feels calling to finish Skizza work and clean up the rest of Lonely Island.

Banish priest to guard island.


Plunder - Shackles Pirate Ship defeat: 1d6 ⇒ 6 We can pick that once we see what we all have to pick from to fill things out.

Reward:
Each character rolls on the plunder table and gains a random non-Basic card of that type from the box.

Acquired cards and additional plunder rolls will be posted to the discussion.


1-B: Two Captains, One Mate

Edrienna Khalen, captain of the wealthy merchant’s vessel Man’s Promise, has made an unusual bargain to secure the protection of a naga named Selissa: Edrienna and Selissa are joint captains of the ship with equal authority. Their shaky arrangement is mediated by a diplomatic sailor named Aretta, whom both captains consider an invaluable first mate. The crew of the Man’s Promise will never surrender if either captain is alive.

Sea Chanty's hold: 7d6 ⇒ (5, 5, 5, 3, 2, 6, 3) = 29 1 spell, 2 armors, 3 allies, and one of our choice. Let me know what you'd like that last one to be.


Weapon was selected for the our choice and added to the Chanty's hold.

-----------

During This Adventure:

Lycranthropy Info:

If the scenario uses the Lycanthropy rules, assemble the cards indicated in the adventure instructions. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthrope cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.

Banish your lycanthrope card at the end of a scenario.

Hybrid Form
When you draw a lycanthrope card, display it next to your deck; your character is now in animal-humanoid hybrid form. (In Bloodlust Corsairs, lycanthropes are always shark-humanoid hybrids.) Your character remains in hybrid form as long as the lycanthrope card is displayed. While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. If blessings or other abilities add dice to your check, add your normal Strength die.

The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom or Constitution check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this check by 3. Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.

The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, hand, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.

Ship/Plunder/Movement Changes:

The Ship As A Location
Lay out your ship card along with all the other locations you lay out; it is also a location. The deck for your ship location is always 2 random barriers and 7 random plunder cards. Add a villain or henchmen to the ship location, just like you would at any location (as enemies sometimes sneak aboard your ship). You can encounter cards at your ship’s location, as it is a location. Any character at the ship location is “on a ship” or “commanding a ship”; characters at other locations are not “on a ship”. This is true regardless of whose turn it is.

The “When Commanding This Ship” power is always available to any character; there need not even be any character at the ship location to use this power.

The check to close the ship’s location is the “Check to Defeat” listed on the ship card; in most cases, there are two options, and a character attempting to close the ship location can use either.

When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location, leave those cards under the ship card.

When the ship is permanently closed, characters at the ship location may, instead of their exploration on their turn, examine the top card of any location deck.

Stashing/Banishing Plunder
If the ship is open: Stash on the bottom. If banishing, examine the top, if boon banish, if bane shuffle back in and nothing is banished.
If the ship is closed:Stash under closed ship and banish boons randomly per normal rules

Movement Restrictions
You can move from your ship to any other location. You can move from any location to your ship. You cannot move from any non-ship location directly to another non-ship location unless one of these rules applies.
Connected locations - locations identified as connected physically via bridges, ferries and the like.
Lycanthropes - When in hybrid form you can swim, treat all locations as connected.

Special Movements
Out to Sea - When you move to your ship on your turn, all characters not on ship can immediately move there.
Going Ashore - When you move from ship to another location, any character on the ship can join

Effects that restrict movement still apply - if something prevents you from moving you can't move; if something prevents another character from moving that character can't move.

During This Scenario: 1-B: Two Captains, One Mate

If you would banish Aretta Bansion, instead display her next to the blessings deck. While Aretta Bansion is displayed, add 3 to checks to defeat the Rahadoumi Captain, Selissa, or the Man's Promise.

You must defeat both villains to win this scenario.

Additional Rules:
Random Summons:

Enemy Ship:

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Hammerhead Shark:

Henchman
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

Villain:
Rahadoumi Captain (Edrienna Khalen)

Selissa - Villain Proxy V1:

Story Bane 3
Type: Monster
Traits: Aberration Naga Acquatic
To Defeat: Wisdom Survival 10
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.

Henchmen (Closing):
Aretta Bansion
Buccanneers

Current Ship:

Sea Chanty - Proxy Location#1: Docks:

Ship B
To Defeat: Wisdom
Survival 6 OR Charisma
Diplomacy 8
When Encountering This Ship:
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Scenario Level (#): 1

Turn: 0, Vika/Chthonicthul

Random Cards:

Monsters
Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
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.

Spoiler:
Giant Moray Eel
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Spoiler:
Crab Swarm
SS
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each 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 second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Spoiler:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
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.

Barriers
Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
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.

Spoiler:
Harpoon Trap
SS
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
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.

Spoiler:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
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.

Spoiler:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.

Weapons
Spoiler:
Belaying Pin
SS
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic
To Acquire:
Strength
Melee 3
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.

Spoiler:
Animalbane Dagger +1
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
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.

Spoiler:
Longsword
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Shortbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Boarding Pike
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 6
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.

Spells
Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Cure
SS
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Arcane Armor
SS
Spell B
Traits:
Magic
Arcane
Basic
To Acquire:
Intelligence
Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Frostbite
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
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.

Armors
Spoiler:
Chain Mail
SS
Armor C
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Chain Shirt
SS
Armor B
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 4
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.

Spoiler:
Buckler Gun
SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the 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.

Spoiler:
Wooden Armor
SS
Armor C
Traits:
Light Armor
Swashbuckling
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
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.

Items
Spoiler:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
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.

Spoiler:
Thieves' Tools
SS
Item B
Traits:
Tool
Basic
To Acquire:
Dexterity
Disable 4
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.

Spoiler:
Anchor
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
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.

Spoiler:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

Spoiler:
Amulet of Fortitude
SS
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Allies
Spoiler:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
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.

Spoiler:
Sailor
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Carver
SS
Ally C
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Kulko:
Spoiler:
Hourglass Card 1 Athnul/Kulko
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 2 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 2 Skizza/rhynndavrie
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 3 Varril/sirrogue:
Spoiler:
Hourglass Card 3 Varril/sirrogue
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 4 Vika/Chthonicthul:
Spoiler:
Hourglass Card 4 Vika/Chthonicthul
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
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.
Hourglass Card 5 Athnul/Kulko:
Spoiler:
Hourglass Card 5 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 6 Skizza/rhynndavrie
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 7 Varril/sirrogue:
Spoiler:
Hourglass Card 7 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Vika/Chthonicthul:
Spoiler:
Hourglass Card 8 Vika/Chthonicthul
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
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.
Hourglass Card 9 Athnul/Kulko:
Spoiler:
Hourglass Card 9 Athnul/Kulko
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.
Hourglass Card 10 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 10 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Varril/sirrogue:
Spoiler:
Hourglass Card 11 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Vika/Chthonicthul:
Spoiler:
Hourglass Card 12 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 13 Athnul/Kulko:
Spoiler:
Hourglass Card 13 Athnul/Kulko
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 14 Skizza/rhynndavrie
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Hourglass Card 15 Varril/sirrogue:
Spoiler:
Hourglass Card 15 Varril/sirrogue
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Vika/Chthonicthul:
Spoiler:
Hourglass Card 16 Vika/Chthonicthul
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 17 Athnul/Kulko:
Spoiler:
Hourglass Card 17 Athnul/Kulko
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 18 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 18 Skizza/rhynndavrie
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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.
Hourglass Card 19 Varril/sirrogue:
Spoiler:
Hourglass Card 19 Varril/sirrogue
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 20 Vika/Chthonicthul:
Spoiler:
Hourglass Card 20 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Athnul/Kulko:
Spoiler:
Hourglass Card 21 Athnul/Kulko
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
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.
Hourglass Card 22 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 22 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Varril/sirrogue:
Spoiler:
Hourglass Card 23 Varril/sirrogue
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 24 Vika/Chthonicthul:
Spoiler:
Hourglass Card 24 Vika/Chthonicthul
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Athnul/Kulko:
Spoiler:
Hourglass Card 25 Athnul/Kulko
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Hourglass Card 26 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 26 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Varril/sirrogue:
Spoiler:
Hourglass Card 27 Varril/sirrogue
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
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.
Hourglass Card 28 Vika/Chthonicthul:
Spoiler:
Hourglass Card 28 Vika/Chthonicthul
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Athnul/Kulko:
Spoiler:
Hourglass Card 29 Athnul/Kulko
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
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.
Hourglass Card 30 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 30 Skizza/rhynndavrie
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None Sea Chanty - See Ship for Closing Conditions

Location #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: 2 ?: 1
Located/Displayed Here: None

Location #3: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #6: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


Skizza Deck Handler

Skizza thinks Cliff sounds like fun place to hide shiny objects into various nooks. He hurries off to see if he can find any.

Skizza wrote:

Hand: Pistol +1, Thieves' Tool, Elixer of Healing, Flare Shot, Quartermaster,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used: N
NOTES:
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar, Alkenstar Pistol, Shock Musket +1, The Carnival, Blessing of the Gods, Wheellock Pistol, Blessing of Calistria, Gem of Physical Prowess, Laboratory Coat, Prayer, Burglar
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item or Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)



Varril things Blessing hunting is at Widowmaker Isle would be fun, but will go to the occupied location with the most blessings if no one goes there.

Varril wrote:

Hand: Apprentice, Blessing of Pharasma, Pyrotechnic Blast, Blessing of the Spellbound, Grave Tender, Walking Stick,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Spellbound: 1 die recharges on a Divine or Arcane check
Pharasma: 2 dice to check if a spell was played
Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Other: Hi I'm Varril! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Flame Staff, Life Drain, Troubadour, Blessing of Abraxas, Heavy Crossbow (Core), Blessing of Shelyn, Cure, Armor of the Sands
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, [_] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard ([X] or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location.

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