[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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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: 3-C: Uninvited Guest

Instead of building your ship location with 7 random plunder cards, use 7 random allies instead. If you fail a check to acquire an ally, the ally deals you 1d4 Combat damage.

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:

Incutilis - Villain Proxy:

Villain 5
Type: Monster
Traits: Aquatic Aberration
To Defeat: See below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of checks to defeat the summoned monster is increased by 10. The incutilis is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchmen (Closing):
Ormandar
Sea Devils

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
None

Scenario Level (#): 3

Turn: 9, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Shackles Pirate
SS
Monster B
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.

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:
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.

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:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Barriers
Spoiler:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Spoiler:
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.

Spoiler:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Weapons
Spoiler:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Spoiler:
Goblin Pegleg
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate


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.

Spells
Spoiler:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

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:
Call Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding 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:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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.

Spoiler:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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.

Items
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:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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:
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:
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.

Allies
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:
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:
Tidepool Dragon
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Spoiler:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

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.

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 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 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 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 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 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: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 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 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 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 Varril/sirrogue:
Spoiler:
Hourglass Card 4 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 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 Vika/Chthonicthul
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 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 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 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 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 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 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 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 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 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 14 Athnul/Kulko:
Spoiler:
Hourglass Card 14 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 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Varril/sirrogue:
Spoiler:
Hourglass Card 16 Varril/sirrogue
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 19 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Thresher - free explore to examine top of other location None

Docks Card 1:
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.
Docks Card 2:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Docks 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.
Docks Card 4:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Docks Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #2: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Fog Bank Card 1:
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.
Fog Bank Card 2:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Fog Bank Card 3:
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.
Fog Bank Card 4:
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_
Fog Bank Card 5:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Fog Bank 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.
Fog Bank Card 7:
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.
Fog Bank Card 8:
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.
Fog Bank Card 9:
Skeleton
SS
Monster B
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.
Fog Bank Card 10:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Fog Bank Card 11:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Location #3: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Gozreh's Flow Card 1 (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.
Gozreh's Flow Card 2:
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.
Gozreh's Flow Card 3:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 4:
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 5:
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.
Gozreh's Flow Card 6:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Gozreh's Flow Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Gozreh's Flow Card 8:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Gozreh's Flow Card 9:
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.

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:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Lonely Island Card 2:
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.
Lonely Island Card 3:
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.
Lonely Island Card 4:
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.
Lonely Island Card 5:
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.
Lonely Island Card 6:
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.
Lonely Island Card 7:
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.
Lonely Island Card 8:
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.
Lonely Island Card 9:
Eye Patch
SS
Item B
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.
Lonely Island Card 10:
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.
Lonely Island Card 11:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Vika/Chthonicthul, None
Sharkskin Reef Card 1:
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.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
Ormandar
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.


Turn 9, under Blessing of the Gods...

At the start of your explore step, you may recharge a card Armor of the Sands, to allow another local character Athnul to recharge two random cards from their discards.

Varril joins the Fortune party at the Sharkskin Reef. Right after the inquisitor heals Athnul, the mate of the previous Card 1: Giant Frog hops at the gathered party for vengeance!

Giant Frog attacks random local party member: 1d4 ⇒ 2: Athnul!


Athnul's Deckhandler

Athnul convonces the frog to seek his vengeance on some unsusoecting dragonflys by encasing her hands in Flames and acting menacingly.

CTD Combat 9: 1d6 + 2 + 1d6 + 1d8 ⇒ (3) + 2 + (4) + (4) = 13


Varril's turn, cont.

After Athnul defeats the giant frog, Varril's Apprentice says she hears activity in the next clearing. The inquisitor steps through to find Card 2: Villain Proxy V1 - Incutilis! waiting!

When you encounter Incutilis, summon and encounter a random monster. The difficulty of checks to defeat the summoned monster is increased by 10.

It summons a suped up random monster: Shackles Pirate to fight for it! Varril lets loose with a Spellbound-augmented Holy Javelin!

Shackles Pirate CtD Combat 23: 2d8 + 7 + 2d12 + 1d6 ⇒ (6, 1) + 7 + (8, 6) + (2) = 30 Success!

The pirate is incinerated by holy light, and the Intutilis flees once more.

Varril, Incorruptible attempts to recover all cards in his Recovery pile.
Holy Javelin: Divine 10: 1d8 + 7 ⇒ (8) + 7 = 15 -> Holy Javelin recharged.

Varril, Incorruptible wrote:

Hand: Hydraulic Push, Troubadour, Coordinated Blast, Cure, Blessing of Sivanah, Blessing of Shelyn, Walking Stick,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Shelyn: 2 dice to n/c Wis
Sivanah: 2 dice to n/c Int or Cha
Cure
Troubadour: 1d4 to local Cha/Dip
Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Box reroll for 3-B is NOT USED.
Lycanthropy is INACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Court Knight, Blessing of Abraxas
Recharged: Wand of Detect Magic, Blessing of Pharasma, Deathbane Light Crossbow +1, Blessing of the Spellbound 2, Blessing of the Spellbound, Fly, Bull Shark (13), Helpful Haversack, Armor of the Sands, Blessing of the Spellbound 3, Holy Javelin,
Discard Pile: Divine Fortune, Apprentice,
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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Varril moves to the Sharkskin Reef.
Athnul may recharge two random discards.
Sharkskin Reef Card 1 BANISHED.
Sharkskin Reef Card 1 DEFEATED, escapes to an open location.
Sharkskin Reef CLOSED.


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: 3-C: Uninvited Guest

Instead of building your ship location with 7 random plunder cards, use 7 random allies instead. If you fail a check to acquire an ally, the ally deals you 1d4 Combat damage.

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:

Incutilis - Villain Proxy:

Villain 5
Type: Monster
Traits: Aquatic Aberration
To Defeat: See below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of checks to defeat the summoned monster is increased by 10. The incutilis is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchmen (Closing):
Ormandar
Sea Devils

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
None

Scenario Level (#): 3

Turn: 10, Vika/Chthonicthul

Random Cards:

Monsters
Spoiler:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

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:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

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 Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Weapons
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:
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:
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:
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.

Spells
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:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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:
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:
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.

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:
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:
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:
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:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Potion of the Ocean
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Spoiler:
Caltrops
SS
Item B
Traits:
Object
Basic
To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Spoiler:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Spoiler:
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.

Allies
Spoiler:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
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:
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:
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:
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.

Blessings
Spoiler:
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 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 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: 20

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 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 3 Varril/sirrogue:
Spoiler:
Hourglass Card 3 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 4 Vika/Chthonicthul:
Spoiler:
Hourglass Card 4 Vika/Chthonicthul
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Athnul/Kulko:
Spoiler:
Hourglass Card 5 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 6 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 6 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 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 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 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 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 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 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 13 Athnul/Kulko:
Spoiler:
Hourglass Card 13 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 14 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 14 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Varril/sirrogue:
Spoiler:
Hourglass Card 15 Varril/sirrogue
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 18 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Thresher - free explore to examine top of other location None

Docks Card 1:
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.
Docks Card 2:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Docks 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.
Docks Card 4:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Docks Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #2: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: None
Fog Bank Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Fog Bank Card 2:
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.
Fog Bank Card 3:
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.
Fog Bank Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Fog Bank Card 5:
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.
Fog Bank Card 6:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Fog Bank 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.
Fog Bank Card 8:
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_
Fog Bank Card 9:
Skeleton
SS
Monster B
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.
Fog Bank Card 10:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 11:
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.
Fog Bank Card 12:
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.

Location #3: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: 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:
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.
Gozreh's Flow Card 3:
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 4:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Gozreh's Flow 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.
Gozreh's Flow Card 6:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Gozreh's Flow Card 7:
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.
Gozreh's Flow Card 8:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Gozreh's Flow Card 9:
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.
Gozreh's Flow Card 10:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

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 ?: 3
Located/Displayed Here: None
Lonely Island Card 1:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Lonely Island Card 2:
Eye Patch
SS
Item B
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.
Lonely Island Card 3:
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.
Lonely Island Card 4:
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.
Lonely Island Card 5:
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.
Lonely Island Card 6:
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 7:
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.
Lonely Island Card 8:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 9:
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.
Lonely Island Card 10:
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.
Lonely Island Card 11:
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.
Lonely Island Card 12:
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.

Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Varril/sirrogue, Vika/Chthonicthul, None


Turn 10: Vika/Blessing of Gozreh

Move to The Thresher, taking anyone and everyone who wants to come.

Vika goes back to the ship.

Reset hand and end turn

Vika wrote:

Hand: Blessing of Gorum, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Earthbreaker, Cestus +1, Banner,

Displayed:
Deck: 14 Discard: 1 Buried: 0
"Current Location: The Thresher
Hero Points Available/Used: 3"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-B: Uninvited Guest?: 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 ([X]+1) ([X]+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 :
The Hour is Blessing of the Gods

Approaching the famour mealstrom once more, Athnul spots Incutilis on the horizon and retreats to discuss with the others how best to get into position.

SoT
Put Divine fortune into recovery
Move to Gozreh's Flow
Free Explore
Encounter Potion of Glibness

CtA Int 4: 1d4 ⇒ 3 Failure

Discard BoElements to explore
Encounter Villain

If everybody agrees I will just evade.

Athnul ends Her turn.

Athnul attempts to recover all cards in Her Recovery pile.
Divine Fortune: Divine 13: 1d10 + 5 ⇒ (9) + 5 = 14 -> Divine Fortune recharged.

Athnul resets Her hand.

Athnul wrote:

Hand: Master-at-Arms, Magistrate, Blessing of Abadar, Priest of Pharasma, Amulet of Fiery Fists, Amulet of Mighty Fists,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Ascetic's Belt, Hammerhead Shark, Raven, Prayer
Recharged: Ring of Wave Walking, Blessing of Gorum, Divine Fortune,
Discard Pile: Blessing of Kelizandri, Blessing of Milani, Slip, Riftwarden, Farglass (Lt), Blessing of the Elements,
Buried Pile: Blessing of Cayden Cailean,

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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Flow #1 Banished
Flow #2 Evaded


Skizza Deck Handler

Turn 12, Blessing of Gorum

Skizza scouts from the deck of the Thresher and decides that Fog Bank looks like a good place to set up an ambush in case the Incutilis tries to run again.

Of course he wasn't quite expecting an instant attack from a Sea Devil. Skizza scrambles to fill him with a few holes...

Bury Alkenstar Pistol for combat.

Sea Devil-CtD: Combat 13: 1d10 + 5 + 1d6 + 2 + 1d10 ⇒ (4) + 5 + (3) + 2 + (7) = 21 Success!

Reaching for his Pistol, Skizza is able to get draw in time to launch his attack before the Sea Devil can quite get in range. This is why it's good to have a variety of tools for various jobs.

Recharge rest of hand to close Fog Bank.

Sea Devil must have been some kind of mage, or have some control over the weather here as Skizza notices the Fog quickly starts to lift, and no longer provides a means of escape for Incutilis.

Skizza, Tunnel Rat wrote:

Hand: Pistol +1, Toxic Blunderbuss +1, Gem of Physical Prowess, Elixer of Healing, Surgeon, Blessing of Milani,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 6
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Adamantine Bullets, Blessing of the Gods, Blessing of Calistria, Flare Shot, Hammerhead Shark
Recharged: Priest of Abadar, Rage, Shock Musket +1, Laboratory Coat, Blessing of Alkenstar, Thieves' Tool, Dragon Pistol +1,
Discard Pile: The Carnival, Old Salt, Alkenstar Pistol,
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-C: Uninvited Guest

Instead of building your ship location with 7 random plunder cards, use 7 random allies instead. If you fail a check to acquire an ally, the ally deals you 1d4 Combat damage.

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:

Incutilis - Villain Proxy:

Villain 5
Type: Monster
Traits: Aquatic Aberration
To Defeat: See below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of checks to defeat the summoned monster is increased by 10. The incutilis is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchmen (Closing):
Ormandar
Sea Devils

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
None

Scenario Level (#): 3

Turn: 13, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Shackles Pirate
SS
Monster B
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.

Spoiler:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Barriers
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:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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:
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:
Dagger Pistol +1
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to 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.

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
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.

Spells
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:
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.

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:
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:
Inflict
SS
Spell B
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:
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:
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.

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:
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:
Powder Keg
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

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:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

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 the Ocean
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Allies
Spoiler:
Captain
SS
Ally B
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 non-combat checks during this exploration.

Spoiler:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

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:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

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.

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 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 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 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.

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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 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 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 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.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 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 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 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 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 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 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 Varril/sirrogue
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Vika/Chthonicthul, Thresher - free explore to examine top of other location None

Docks Card 1:
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.
Docks Card 2:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Docks 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.
Docks Card 4:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Docks Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #2: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, None

Location #3: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Athnul/Kulko, Villain is here

Gozreh's Flow Card 1:
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.
Gozreh's Flow Card 2:
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.
Gozreh's Flow Card 3:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 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:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Gozreh's Flow Card 6:
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.
Gozreh's Flow Card 7:
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.
Gozreh's Flow Card 8:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 9:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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 ?: 3
Located/Displayed Here: None
Lonely Island Card 1 (Cannonade):
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Lonely Island Card 2:
Eye Patch
SS
Item B
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.
Lonely Island Card 3:
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.
Lonely Island Card 4:
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.
Lonely Island Card 5:
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.
Lonely Island Card 6:
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 7:
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.
Lonely Island Card 8:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 9:
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.
Lonely Island Card 10:
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.
Lonely Island Card 11:
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.
Lonely Island Card 12:
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.

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


Turn 13, under Blessing of Achaekek...

Seeing Athnul signal that the villain is at the Flow, Varril moves to Lonely Island to cut them off. Already aware of the Card 1: Cannonade waiting there, he offers a prayer (and a Hydraulic Push scroll) to Shelyn for some divine insight into evading the barrage.

Cannonade CtD Survival Divine 13: 1d8 + 7 + 1d4 ⇒ (3) + 7 + (2) = 12 Success!

Varril navigates past the cannons without trouble, and Sivanah rewards him with a Card 2: Eye Patch. Yay?

Eye Patch CtA Dip 5: 1d10 + 2 ⇒ (7) + 2 = 9 Success!

Securing his new pirate accessory, Varril starts to follow a tip from his Troubadour, but then remembers the cost of securing the Lonely Island, and decides to hold off. The troubadour starts to look nervous...

HAND

UPKEEP:
Varril moves to the Lonely Island.
Lonely Island Card 1 BANISHED.
Lonely Island Card 2 ACQUIRED.


Turn 14: Vika/Blessing of Kelizandri

Move to Gozreh's Flow

Explore Gozreh's Flow Card #1: Large Chest
Melee 13 to acquire Large Chest, recharging Earthbreaker to add d6: 1d10 + 3 + 2 + 1d6 ⇒ (6) + 3 + 2 + (4) = 15 Hey! Got some stuff! Defeated.
Weapons acquired: 1d4 ⇒ 3
Weapon #1: Longsword
Weapon #2: Dagger Pistol +1
Weapon #3: Cutlass +1

Discard Blessing of Gorum to explore Gozreh's Flow Card #2: Zombie
Combat 9 to defeat Zombie, recharging Cutlass +1 to add d6 plus 1 plus d8: 1d10 + 3 + 2 + 1d6 + 1 + 1d8 ⇒ (2) + 3 + 2 + (2) + 1 + (5) = 15 Defeated; banished
Display Banner for defeating Zombie

Vika takes the skiff out to join Athnul is a swiftly-moving channel some distance from the ship. At her feet in the skiff, some helpful soul had left a chest of weaponry... but unhelpfully left it locked. Vika smaskes the lock, of course, and roots through the weapons within to see if one is to her liking.

Perhaps the reverberations from her lock-smashing travelled through the deeps, because only a few moments later a rotting undead pirate clambers over the side to hiss at the warrior. Without hesitation, she hurls one of the weapons she found in the chest - an ordinary-looking cutlass - through the thing's skull, knocking it overboard.

She raises the Thresher's flag on the skiff's mast, hoping to hearten her companions.

Reset hand and end turn, discarding Longsword and Dagger Pistol +1 as free discards.

Vika wrote:

Hand: Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Cestus +1, Quartermaster, Blessing of the Samurai 2, Dwarven Earthbreaker +1,

Displayed: Banner,
Deck: 13 Discard: 4 Buried: 0
"Current Location: Gozreh's Flow
Hero Points Available/Used: 3"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed. Banner adds 1 to combat checks until someone loses one.
Other: Dice Re-Roll Used for 3-B: Uninvited Guest?: 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 ([X]+1) ([X]+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 15: Athnul
The Hour is Blessing of Gorum

SoT

Wisdom 7: 1d10 + 4 ⇒ (3) + 4 = 7 Success

Move back to the ship.

End of turn
reset Hand

Athnul wrote:

Hand: Master-at-Arms, Magistrate, Blessing of Abadar, Priest of Pharasma, Amulet of Fiery Fists, Amulet of Mighty Fists,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hammerhead Shark, Ascetic's Belt, Raven, Prayer, Cure
Recharged: Ring of Wave Walking, Blessing of Gorum, Divine Fortune,
Discard Pile: Blessing of Kelizandri, Blessing of Milani, Slip, Riftwarden, Farglass (Lt), Blessing of the Elements,
Buried Pile: Blessing of Cayden Cailean,

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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Skizza Deck Handler

Turn 16, Blessing of Milani

Skizza cracks open an elixir of healing and passes it over to Athnul. Discard Elixir of Healing to heal Athnul.

Athnul heals: 1d4 + 1 ⇒ (2) + 1 = 3

Skizza then takes a tactical reading of the situation and decides the best plan at this point is to lock down a means of escape. With that in mind, Skizza takes his trusty Surgeon and heads off to the Lonely Island.

Free explore - Rapier

On arrival Skizza finds a pointy thing sticking out of a coconut tree.

Rapier-CtA: Strength 5: 1d6 + 1d4 ⇒ (1) + (2) = 3 Banished

Skizza gives it a wide berth, he remembers weird coconut tree monsters and figures that sword might just be in there for a reason.

He finds a nice high spot where he has a clear view of the beach and sets up a bit of a nest. Laying in wait...

Skizza, Tunnel Rat wrote:

Hand: Pistol +1, Toxic Blunderbuss +1, Surgeon, Blessing of Calistria, Blessing of the Gods, Blessing of Milani,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 6
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Adamantine Bullets, Flare Shot, Hammerhead Shark
Recharged: Priest of Abadar, Rage, Shock Musket +1, Laboratory Coat, Blessing of Alkenstar, Thieves' Tool, Dragon Pistol +1,
Discard Pile: The Carnival, Old Salt, Alkenstar Pistol, Elixer of Healing, Gem of Physical Prowess,
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-C: Uninvited Guest

Instead of building your ship location with 7 random plunder cards, use 7 random allies instead. If you fail a check to acquire an ally, the ally deals you 1d4 Combat damage.

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:

Incutilis - Villain Proxy:

Villain 5
Type: Monster
Traits: Aquatic Aberration
To Defeat: See below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of checks to defeat the summoned monster is increased by 10. The incutilis is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchmen (Closing):
Ormandar
Sea Devils

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
None

Scenario Level (#): 3

Turn: 17, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Spoiler:
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.

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:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

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:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison 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:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

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:
Musket +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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:
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:
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:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that 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 12 check to recharge this card instead of discarding it.

Spoiler:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 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:
Magic Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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 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.

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.

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:
Besmara's Bones
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

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:
Eye Patch
SS
Item B
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.

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:
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.

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:
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:
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:
Captain
SS
Ally B
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 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.

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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 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 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 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 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 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 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 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 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 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 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 Vika/Chthonicthul
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Kulko, Varril/sirrogue, Vika/Chthonicthul, Thresher - free explore to examine top of other location None

Docks Card 1:
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.
Docks Card 2:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Docks 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.
Docks Card 4:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Docks Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #2: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Villain is here

Gozreh's Flow Card 1:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Gozreh's Flow 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.
Gozreh's Flow Card 3:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Gozreh's Flow Card 4:
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.
Gozreh's Flow 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.
Gozreh's Flow Card 6:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 7:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Skizza/rhynndavrie, None
Lonely Island Card 1:
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.
Lonely Island Card 2:
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.
Lonely Island Card 3:
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 4:
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.
Lonely Island Card 5:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 6:
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.
Lonely Island Card 7:
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.
Lonely Island Card 8:
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.
Lonely Island Card 9:
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.

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


Athnul's Deckhandler

Athnul is healed for 4: (Riftwarden, Farglass (Lt), Slip, Blessing of Milani). Deck shuffled.

Athnul wrote:

Hand: Master-at-Arms, Magistrate, Blessing of Abadar, Priest of Pharasma, Amulet of Fiery Fists, Amulet of Mighty Fists,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ascetic's Belt, Cure, Riftwarden, Ring of Wave Walking, Blessing of Gorum, Slip, Farglass (Lt), Hammerhead Shark, Prayer, Divine Fortune, Blessing of Milani, Raven
Recharged:
Discard Pile: Blessing of Kelizandri, Blessing of the Elements,
Buried Pile: Blessing of Cayden Cailean,

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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Turn 17, under Blessing of the Gods...

Varril moves to Gozreh's Flow to prepare to support the villain fight! May as well clear some stuff out of the way while here. Like this Card 1: Werecrocodile, for example.

Wow, that's a big monster, and on a bad night. After donating Eye Patch to Shelyn for divine fighting, Varril invokes a boon of Abraxas to unleash maximum Walking Stick pain!

Werecrocodile CtD Combat 23: 3d8 + 7 + 1d4 + 1d6 ⇒ (3, 1, 4) + 7 + (2) + (1) = 18 Failure!Hero Point!

Werecrocodile CtD Combat 23: 3d8 + 7 + 1d4 + 1d6 ⇒ (2, 2, 8) + 7 + (1) + (6) = 26 Success!

Varril seems near defeat (where is that wereshark blood now???), but a heroic surge powers him to victory!

High on success, the inquisitor follows the b[]Court Knight[/b] to a Card 2: Blessing of the Gods, and follows that to some Card 3: Jagged Shoals. Oops!

Jagged Shoals CtD Wis Divine 11: 1d8 + 7 ⇒ (4) + 7 = 11 Success!

Varril instructs the troubadour to play a hymn to Shelyn, which inspires his divine navigation around the hazard. Probably a good time to rest.

Varril, Incorruptible wrote:

Hand: Wand of Detect Magic, Blessing of the Spellbound 2, Coordinated Blast, Cure, Blessing of Pharasma, Blessing of the Spellbound, Deathbane Light Crossbow +1,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Hero Points: 1
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Pharasma: 2 dice to check after a spell is played
Cure
Troubadour: 1d4 to local Cha/Dip
Spellbound: 1 die, recharges on 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.
Box reroll for 3-B is NOT USED.
Lycanthropy is INACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Fly, Bull Shark (13), Helpful Haversack, Armor of the Sands, Blessing of the Spellbound 3, Holy Javelin, Hydraulic Push, Blessing of Sivanah, Eye Patch, Troubadour,
Discard Pile: Divine Fortune, Apprentice, Blessing of Shelyn, Walking Stick, Blessing of Abraxas, Court Knight, Blessing of the Gods,
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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Gozreh's Flow Card 1 BANISHED.
Gozreh's Flow Card 2 ACQUIRED.
Gozreh's Flow Card 3 BANISHED.


On Turn 15, Move back to The Thresher with Athnul

Turn 18: Vika/Blessing of Abadar

Move to Gozreh's Flow
Explore Gozreh's Flow Card #1: Blessing of Sivanah. Will fail to acquire

Discard Quartermaster to explore Gozreh's Flow Card #2: Villain Proxy V1 (Incutilis)

Guard checks?

Villain fight:

Summon Monster: Nirento
Wisdom 8 for Nirento BYA, discarding Blessing of the Samurai to Bless: 1d8 + 1d8 ⇒ (3) + (2) = 5 Failure; will use shirt reroll on the 2
Reroll of 2: 1d8 ⇒ 5 Makes it a success
Combat 25 to defeat Nirento, recharging Dwarven Earthbreaker +1 to add 2d6 + 1 + 1d6 and asking Varril to discard Coordinated Blast to add 1d8 plus 7 and BoPharasma to add 2 dice: 1d10 + 3 + 2 + 2d6 + 1 + 1d6 + 1d8 + 7 + 2d10 ⇒ (7) + 3 + 2 + (1, 3) + 1 + (3) + (3) + 7 + (7, 1) = 38 Success


Skizza Deck Handler

Skizza hears the call that the villain has been found and tries to signal to his surgeon that it's all over...but he appears to have been taken by the island. Maybe it's time to leave this place...

Banished Surgeon to guard.

Victory!


3-C: Uninvited Guest

Development:

The Incutilis was a slippery foe, inciting the crew to attempt an overthrow. Fortunately, you caught onto it before a good potion of the crew fell under its sway. It took a decent amount of rooting about but eventually the threat was identified and the true source of the unrest disposed of.

With the threat eliminated, you start making good speed to Quent!

Reward:
Gain an additional Hero Point.

Acquired cards will be posted to discussion.


3-D: The Reclusive Diva

Ah, the cosmopolitan town of Quent! Isawyn the Diva is putting on a performance of “The Lost Moons,” and she might have the original manuscript with the Map of Lost Moons inside it. Unfortunately, you can’t just ask Isawyn: she’s in the midst of a bitter feud with a rival bard and has trapped all her usual haunts while she practices her lines with her understudy. Avoid these traps, corner the diva, and you may find out what she knows.

For all she knows, you're merely paparazzi

Thresher's Hold: 7d6 ⇒ (1, 3, 6, 5, 5, 3, 4) = 27 Thinking take the 6 as a spell..

Lycanthrope cards
Vika - Hammerhead Shark
Athnul - Tiger Shark
Skizza - Bull Shark
Varril - Bull Shark

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

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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 0, Vika/Chthonicthul

Random Cards:

Monsters
Spoiler:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

Spoiler:
Owlbeartross
SS
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Spoiler:
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Spoiler:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

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.

Barriers
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:
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:
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:
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.

Weapons
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:
Pepperbox
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Seeking Harpoon +1
SS
Weapon 2
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

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:
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.

Spells
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:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

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:
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:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard 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:
Sniper's Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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:
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 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:
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:
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:
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


Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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:
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.

Allies
Spoiler:
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.

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:
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.

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:
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 2 Skizza/rhynndavrie
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 3 Varril/sirrogue:
Spoiler:
Hourglass Card 3 Varril/sirrogue
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 4 Vika/Chthonicthul:
Spoiler:
Hourglass Card 4 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 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 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 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 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 9 Athnul/Kulko:
Spoiler:
Hourglass Card 9 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 10 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 10 Skizza/rhynndavrie
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 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 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 13 Athnul/Kulko:
Spoiler:
Hourglass Card 13 Athnul/Kulko
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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Vika/Chthonicthul:
Spoiler:
Hourglass Card 16 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 17 Athnul/Kulko:
Spoiler:
Hourglass Card 17 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 18 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 18 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 19 Varril/sirrogue:
Spoiler:
Hourglass Card 19 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 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 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 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 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 24 Vika/Chthonicthul:
Spoiler:
Hourglass Card 24 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 25 Athnul/Kulko:
Spoiler:
Hourglass Card 25 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 26 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 26 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 27 Varril/sirrogue:
Spoiler:
Hourglass Card 27 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 28 Vika/Chthonicthul:
Spoiler:
Hourglass Card 28 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 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.
Hourglass Card 30 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 30 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.

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: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Thresher - See Ship for Closing Conditions connected to Seaside Warehouse only None

Location #2: Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Connected None

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected None

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Connected None

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Connected None

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected None


Athnul's Deckhandler

Athnul will start at the Docks

Athnul wrote:

Hand: Farglass (Lt), Divine Fortune, Ring of Wave Walking, Ambusher, Blessing of the Elements, Blessing of Kelizandri,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Amulet of Fiery Fists, Blessing of Milani, Blessing of Abadar, Blessing of Cayden Cailean, Riftwarden, Magistrate, Ascetic's Belt, Blessing of Gorum, Tiger Shark, Raven, Cure, Amulet of Mighty Fists, Prayer
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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Skizza Deck Handler

Skizza will again work to lock down the ship before going ashore.

Skizza, Tunnel Rat wrote:

Hand: Toxic Blunderbuss +1, Smoke Bomb, Gem of Physical Prowess, Elixer of Healing, Blessing of Calistria, Blessing of the Gods,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 8
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Smoke bomb - local evade a monster/ +stealth to combat
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Laboratory Coat, Old Salt, Flare Shot, Blessing of Milani, Alkenstar Pistol, Surgeon, Priest of Abadar, The Carnival, Pistol +1, Adamantine Bullets, Blessing of Alkenstar, Bull Shark, Dragon Pistol +1, Shock Musket +1
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



Varril will join the party at the ship.

Varril, Incorruptible wrote:

Hand: Coordinated Blast, Fly, Holy Javelin, Court Knight, Blessing of Pharasma, Blessing of Shelyn, Blessing of Sivanah,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Pharasma: 2 dice to check after a spell is played
Shelyn: 2 dice to n/c Wis
Sivanah: 2 dice to n/c Int or Cha
Fly: Scout top card of two locations and move a local
Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Box reroll for 3-C is NOT USED.
Lycanthropy is INACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune, Harbinger Disciple, Apprentice, Walking Stick, Deathbane Light Crossbow +1, Bull Shark (13), Blessing of Abraxas, Blessing of the Spellbound 3, Blessing of the Spellbound 2, Armor of the Sands, Blessing of the Spellbound, Wand of Detect Magic, Cure
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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.


Vika's interest is peaked by the Seaside Warehouse; what goods lay within?

Vika wrote:

Hand: Greatclub, Blessing of the Samurai 2, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Katana +1, Blessing of Gorum,

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Current Location: Seaside Warehouse
Hero Points Available/Used: 6 / 1"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-D: The Reclusive Diva?: 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 ([X]+1) ([X]+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.


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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 1, Athnul/Kulko

Random Cards:

Monsters
Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

Spoiler:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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:
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Barriers
Spoiler:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Spoiler:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Spoiler:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Weapons
Spoiler:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Spoiler:
Trident +1
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

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:
Sharpshooter's Blade
SS
Weapon 3
Traits:
Knife
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.

Spells
Spoiler:
Call Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding 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:
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:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
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:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy 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:
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:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

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:
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:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

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:
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:
Tidepool Dragon
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Spoiler:
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.

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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 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 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.

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 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 1 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 2 Varril/sirrogue:
Spoiler:
Hourglass Card 2 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 3 Vika/Chthonicthul:
Spoiler:
Hourglass Card 3 Vika/Chthonicthul
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 Athnul/Kulko:
Spoiler:
Hourglass Card 4 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 5 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 5 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 6 Varril/sirrogue:
Spoiler:
Hourglass Card 6 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 7 Vika/Chthonicthul:
Spoiler:
Hourglass Card 7 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 8 Athnul/Kulko:
Spoiler:
Hourglass Card 8 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 9 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 9 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Varril/sirrogue:
Spoiler:
Hourglass Card 10 Varril/sirrogue
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Vika/Chthonicthul:
Spoiler:
Hourglass Card 11 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 12 Athnul/Kulko:
Spoiler:
Hourglass Card 12 Athnul/Kulko
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 13 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 14 Varril/sirrogue:
Spoiler:
Hourglass Card 14 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 15 Vika/Chthonicthul:
Spoiler:
Hourglass Card 15 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 16 Athnul/Kulko:
Spoiler:
Hourglass Card 16 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 17 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 17 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 18 Varril/sirrogue:
Spoiler:
Hourglass Card 18 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 19 Vika/Chthonicthul:
Spoiler:
Hourglass Card 19 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 20 Athnul/Kulko:
Spoiler:
Hourglass Card 20 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 21 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 21 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Varril/sirrogue:
Spoiler:
Hourglass Card 22 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 23 Vika/Chthonicthul:
Spoiler:
Hourglass Card 23 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 24 Athnul/Kulko:
Spoiler:
Hourglass Card 24 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 25 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 25 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 26 Varril/sirrogue:
Spoiler:
Hourglass Card 26 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 27 Vika/Chthonicthul:
Spoiler:
Hourglass Card 27 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 28 Athnul/Kulko:
Spoiler:
Hourglass Card 28 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 29 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 29 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.

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: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Varril/sirrogue, Thresher - See Ship for Closing Conditions
Connected to Seaside Warehouse only None

Docks Card 1:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Docks Card 2:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Docks Card 3:
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.
Docks Card 4:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Docks Card 5:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Docks Card 6:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 7:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 8:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Docks Card 9:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Docks Card 10:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Location #2: Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Vika/Chthonicthul, Connected
None
Seaside Warehouse Card 1:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Seaside Warehouse Card 2:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Seaside Warehouse Card 3:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Seaside Warehouse Card 4:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Seaside Warehouse Card 5:
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.
Seaside Warehouse Card 6:
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.
Seaside Warehouse Card 7:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Seaside Warehouse Card 8:
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.
Seaside Warehouse Card 9:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Seaside Warehouse Card 10:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Theater of Corruption Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Theater of Corruption Card 5:
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_
Theater of Corruption Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Theater of Corruption Card 7:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 8:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Tengu Rookery Card 1:
Jellyfish Cape
SS
Item 2
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.
Tengu Rookery Card 2:
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.
Tengu Rookery 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.
Tengu Rookery 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.
Tengu Rookery Card 5:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Tengu Rookery Card 6:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tengu Rookery Card 7:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
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.
Tengu Rookery Card 10:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Connected
None
Chapel Card 1:
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.
Chapel Card 2:
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.
Chapel Card 3:
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.
Chapel Card 4:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 5:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Chapel 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.
Chapel Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 8:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Chapel Card 9:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chapel Card 10:
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.

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Floating Shipyard Card 1:
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.
Floating Shipyard Card 2:
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.
Floating Shipyard Card 3:
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.
Floating Shipyard Card 4:
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.
Floating Shipyard Card 5:
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.
Floating Shipyard Card 6:
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Floating Shipyard Card 7:
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.
Floating Shipyard Card 8:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Floating Shipyard Card 9:
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.
Floating Shipyard Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


Athnul's Deckhandler

Turn 1: Athnul
The Hour is Blessing of Besmara

SoT
Stay @ Thresher
Discard Ambusher to examien top 3 cards
Monkey, Rotgut, Lookout Duty
Put Lookout Duty on top, Rootgut second
There were Animals in the cards so I get to explore.

Encounter Lookout Duty
Reveal Farglass

CtD Perception 6+3=9: 1d10 + 6 + 1d6 ⇒ (9) + 6 + (5) = 20 Banished


Free Explore and Encounter Rotgut

CtA Wisdom 8: 1d10 + 4 ⇒ (9) + 4 = 13 Aquired

Discard Rotgut to explore
Encounter Monkey
Cast Divine Fortune

CtA Wisdom 9: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 Aquired

Discard BoElements to explore
Encounter Worn Leather Skullcap

CtA Wisdom 7: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11 Aquired

Discard Farglass to examine top 2 cards
Cryptic Runes (henchman)
Shark Skin Armor (Armor 2)

End of turn
Discard Skullcap
reset Hand

Athnul wrote:

Hand: Amulet of Fiery Fists, Blessing of Cayden Cailean, Ring of Wave Walking, Blessing of Gorum, Cure, Blessing of Kelizandri,

Displayed: Divine Fortune,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 4
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Mighty Fists, Prayer, Blessing of Abadar, Magistrate, Blessing of Milani, Riftwarden, Raven, Tiger Shark, Priest of Pharasma, Ascetic's Belt, Monkey
Recharged:
Discard Pile: Ambusher, Rotgut, Blessing of the Elements, Farglass (Lt),
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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Docks #3 Banished
Docks #1,2,4 Acquired
Docks #5,6 Examined, can be reordered


Skizza Deck Handler

Turn 2, Blessing of Besmara

Skizza ponders the Cryptic Runes that Athnul finds on the ship. It's odd that the bard would place a trap on their ship, but he shrugs and sets about disarming it, calling over Varril for a little aid.

Going to make use of Coordinated Blast on this.

Cryptic Runes-CtD: Craft 10: 1d10 + 2 + 1d8 + 7 ⇒ (9) + 2 + (1) + 7 = 19 Success.

With his own knowledge of traps and some divine guidance from Varril, Skizza is easily able to disarm the trap and save their ship and themselves from a massive amount of fire damage.

Skizza peers around noting two very nice sets of armor that likely wouldn't have survived the blast. Fortunately that's in the past, and with the threat dealt with they can head to shore, as soon as the ship is locked down, Skizza again calls on Varril for some help with that as he double checks the various holds.

Using Varril's Blessing of Sivanah to bless for 2 dice.

Thresher-CtC: Intelligence 9: 3d10 + 1 ⇒ (7, 6, 9) + 1 = 23 Success!

Plunder for victory against a ship: 1d6 ⇒ 6 Weapon

As normal there are a few things that need to be tidied up and locked down, but Skizza quickly runs through those and gives the all clear to head to shore!

Skizza, Tunnel Rat wrote:

Hand: Toxic Blunderbuss +1, Smoke Bomb, Gem of Physical Prowess, Elixer of Healing, Blessing of Calistria, Blessing of the Gods,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 8
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Smoke bomb - local evade a monster/ +stealth to combat
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Blessing of Alkenstar, Pistol +1, Laboratory Coat, Blessing of Milani, Old Salt, Bull Shark, Shock Musket +1, Dragon Pistol +1, Alkenstar Pistol, Priest of Abadar, Flare Shot, Adamantine Bullets, The Carnival
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 3, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
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.

Spoiler:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Spoiler:
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.

Spoiler:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

Barriers
Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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:
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:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Weapons
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:
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:
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:
Toxic Blunderbuss +1
SS
Weapon 2
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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Sharpshooter's Blade
SS
Weapon 3
Traits:
Knife
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.

Spells
Spoiler:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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:
Call Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding 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:
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Armors
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:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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.

Items
Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Spoiler:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

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 Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

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.

Allies
Spoiler:
Cut-Throat Grok
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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:
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:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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.

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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 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.

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: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 Vika/Chthonicthul
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 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 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 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.
Hourglass Card 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Varril/sirrogue:
Spoiler:
Hourglass Card 8 Varril/sirrogue
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Vika/Chthonicthul:
Spoiler:
Hourglass Card 9 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 10 Athnul/Kulko:
Spoiler:
Hourglass Card 10 Athnul/Kulko
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 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 16 Varril/sirrogue:
Spoiler:
Hourglass Card 16 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 17 Vika/Chthonicthul:
Spoiler:
Hourglass Card 17 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 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.
Hourglass Card 19 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 19 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Athnul/Kulko:
Spoiler:
Hourglass Card 22 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 23 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 23 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 24 Varril/sirrogue:
Spoiler:
Hourglass Card 24 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 25 Vika/Chthonicthul:
Spoiler:
Hourglass Card 25 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 26 Athnul/Kulko:
Spoiler:
Hourglass Card 26 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 27 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 27 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.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Varril/sirrogue, Thresher - Use explore to examine another location.
Connected to Seaside Warehouse only None

Docks Card 1:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Docks Card 2:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Docks Card 3:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 4:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Docks Card 5:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Vika/Chthonicthul, Connected
None
Seaside Warehouse Card 1:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Seaside Warehouse Card 2:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Seaside Warehouse Card 3:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Seaside Warehouse Card 4:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Seaside Warehouse Card 5:
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.
Seaside Warehouse Card 6:
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.
Seaside Warehouse Card 7:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Seaside Warehouse Card 8:
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.
Seaside Warehouse Card 9:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Seaside Warehouse Card 10:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Theater of Corruption Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Theater of Corruption Card 5:
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_
Theater of Corruption Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Theater of Corruption Card 7:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 8:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Tengu Rookery Card 1:
Jellyfish Cape
SS
Item 2
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.
Tengu Rookery Card 2:
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.
Tengu Rookery 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.
Tengu Rookery 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.
Tengu Rookery Card 5:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Tengu Rookery Card 6:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tengu Rookery Card 7:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
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.
Tengu Rookery Card 10:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Connected
None
Chapel Card 1:
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.
Chapel Card 2:
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.
Chapel Card 3:
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.
Chapel Card 4:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 5:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Chapel 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.
Chapel Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 8:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Chapel Card 9:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chapel Card 10:
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.

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Floating Shipyard Card 1:
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.
Floating Shipyard Card 2:
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.
Floating Shipyard Card 3:
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.
Floating Shipyard Card 4:
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.
Floating Shipyard Card 5:
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.
Floating Shipyard Card 6:
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Floating Shipyard Card 7:
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.
Floating Shipyard Card 8:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Floating Shipyard Card 9:
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.
Floating Shipyard Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


Turn 3, under Blessing of the Gods...

Varril joins Vika at the Seaside Warehouse and immediately starts searching crates for contraband or clues.

Court Knight, Blessing of Pharasma, Blessing of Shelyn, Blessing of Sivanah to explore, auto-fail vendor trash boons, but will try the only one I have a shot at.

Tossing aside most of the mundane gear like Liquid Ice, Pistol +1, Falcata +1, Varril does like the look of this this Card 3: Worn Leather Skullcap...

Worn Leather Skullcap CtA Wis 7: 1d8 + 4 ⇒ (8) + 4 = 12 Success!

It might be useful, and doesn't much effort to stash as he goes by. He signals to Vika which areas he's searched so she can cover more ground.

Varril, Incorruptible wrote:

Hand: Walking Stick, Deathbane Light Crossbow +1, Coordinated Blast, Fly, Holy Javelin, Cure, Worn Leather Skullcap,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 3
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Fly: Scout top card of two locations and move a local
Cure
Movement: I will follow a party member on or off this ship if not doing so would leave me alone at a location.
Box reroll for 3-D is NOT USED.
Lycanthropy is INACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Harbinger Disciple, Divine Fortune, Blessing of Abraxas, Blessing of the Spellbound 2, Bull Shark (13), Armor of the Sands, Wand of Detect Magic, Apprentice, Blessing of the Spellbound, Blessing of the Spellbound 3
Recharged:
Discard Pile: Court Knight, Blessing of Pharasma, Blessing of Shelyn, Blessing of Sivanah,
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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Varril moves to the Seaside Warehouse, departing the ship, so others may move as well.
Seaside Warehouse Card 1 BANISHED.
Seaside Warehouse Card 2 BANISHED.
Seaside Warehouse Card 3 ACQUIRED.
Seaside Warehouse Card 4 BANISHED.


Turn 4: Vika/Blessing of Milani

Explore Seaside Warehouse Card #5: Ring of Wave Walking
Fortitude 6 to acquire Ring of Wave Walking: 1d10 + 1 ⇒ (2) + 1 = 3 Failure; banished

Discard Blessing of the Samurai to explore Seaside Warehouse Card #5: Sea Hag
Combat 11 to defeat Sea Hag, recharging Katana + 1 to add 1d8 plus 1 plus 1d8: 1d10 + 3 + 2 + 1d8 + 1 + 1d8 ⇒ (3) + 3 + 2 + (1) + 1 + (2) = 12 Yeesh. Defeated and banished, but just barely.

Vika is glad for the company, and she searches where directed by Varril. There is a nice-ish looking ring but her clumsy fingers fumble as she picks it up, and the thing flies from her and and down between two floorboard. There is a sloshing noise, and the floorboards burst up to reveal a nasty-looking sea hag. Thinking quickly, Vika drives her long knife into its skull. It sinks back into the waters below the warehouse.

Reset hand and end turn.

Vika wrote:

Hand: Greatclub, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Blessing of Gorum, Dwarven Earthbreaker +1, Hat of Glamour,

Displayed:
Deck: 14 Discard: 1 Buried: 0
"Current Location: Seaside Warehouse
Hero Points Available/Used: 6 / 1"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-D: The Reclusive Diva?: 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 ([X]+1) ([X]+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

Since all acquired cards would have landed under the warehouse anyway I just reroll them.

rerolling:

CtA Liquid Ice Int 9: 2d6 ⇒ (3, 1) = 4 Banished
CtA Pistol+1 Dex 8: 2d6 ⇒ (1, 3) = 4 Banished
CtA Falcata+1 STR 10: 2d6 ⇒ (3, 4) = 7 Banished
CtA Ring of Wave walking Fort 6: 1d10 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6 Aquired

Turn 5: Athnul
The Hour is Blessing of the Gods

Seeing Varril and Vika thrshing chest full of enthusiasm. Athnul decides to look somewhere and heads over to the Tengu House. On the way out she spots a nice cape hanging out of one of the broken chests and decides to take it with her.

While heading over she spots the Thresher drifting off because the anchor got loose. Lacking any boat to catch up with the ship she instead gifts her new cloak to some local fisherman in return for their help in saving the ship.

When she arrives at the rookery she notices an evil pirate captain and decides to rest before approaching this likely fight.

SoT
Put Divine Fortune in Recovery
Move to Tengu Rookery
Free Explore
encounter Jellyfish Cape

Fort 8: 1d10 + 2 ⇒ (9) + 2 = 11 Aquired

Discard BoKelizandri to explore
encounter Hull damage
Use Fortitude to defeat barrier
Recharge Jelklyfish cape to autosuceed on Fortitude check against a aquatic bane.

Discard BoCC to explore Encounter Pirate captain
Reveal Blessing to evade

Cast Cure on self
Cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 BoElements, Rotgut

Athnul ends Her turn.

Athnul attempts to recover all cards in Her Recovery pile.
Divine Fortune: Divine 13: 1d10 + 5 ⇒ (1) + 5 = 6 -> Divine Fortune discarded.
Cure: Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Cure recharged .

Athnul resets Her hand.

Athnul wrote:

Hand: Amulet of Fiery Fists, Magistrate, Ring of Wave Walking, Blessing of Gorum, Prayer, Blessing of Milani,

Displayed:
Deck: 12 Discard: 6 Buried: 0
Hero Points: 4
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements, Amulet of Mighty Fists, Jellyfish Cape, Ascetic's Belt, Blessing of Abadar, Priest of Pharasma, Riftwarden, Tiger Shark, Monkey, Raven, Rotgut
Recharged: Cure,
Discard Pile: Ambusher, Farglass (Lt), Worn Leather Skullcap, Blessing of Kelizandri, Blessing of Cayden Cailean, Divine Fortune,
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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Tengu #1 Acquired
TEngu #2 Banished
Tengu #3 evaded


Skizza Deck Handler

Turn 6, Blessing of the Gods

Skizza belated realizes everyone has been staring at him for a bit. He wanders over to a stall in the Seaside Warehouse and spots another of those blasty traps. He starts tinkering with it in an attempt to disarm it.

Discard BotG to bless.

Cryptic Runes-CtD: Craft 10: 2d10 + 2 ⇒ (7, 9) + 2 = 18 Success, banished. Examine top two to see what hopefully will disappear...Old Salts Bandana and Werecrocodile.

Having seen this rune before, Skizza makes short work of it and then sets about convincing the warehouse to close while they find this crazy bomber person.

Seaside Warehouse-CtC: Disable 7: 1d10 + 5 ⇒ (9) + 5 = 14 Closed! Adding cards acquired to hand - Worn Leather Skullcap and Ring of Wave Walking.

In the process he helps himself to a couple trinkets in payment for a job well done.

Skizza, Tunnel Rat wrote:

Hand: Toxic Blunderbuss +1, Alkenstar Pistol, Smoke Bomb, Gem of Physical Prowess, Elixer of Healing, Blessing of Calistria,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 8
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Smoke bomb - local evade a monster/ +stealth to combat
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pistol +1, Dragon Pistol +1, Laboratory Coat, The Carnival, Flare Shot, Bull Shark, Old Salt, Blessing of Alkenstar, Surgeon, Blessing of Milani, Priest of Abadar, Shock Musket +1, Adamantine Bullets
Recharged:
Discard Pile: Blessing of the Gods, Worn Leather Skullcap, Ring of Wave Walking,
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 7, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

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:
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 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:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Spoiler:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Spoiler:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Weapons
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:
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:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

Spoiler:
Heavy Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Goblin Pegleg
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate


Spells
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:
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:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

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:
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:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
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 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:
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:
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:
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 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:
Sea Tyrant's Patch
SS
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

Allies
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:
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:
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:
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.

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 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 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 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 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.

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: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Varril/sirrogue:
Spoiler:
Hourglass Card 4 Varril/sirrogue
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Vika/Chthonicthul:
Spoiler:
Hourglass Card 5 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 6 Athnul/Kulko:
Spoiler:
Hourglass Card 6 Athnul/Kulko
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 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 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 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 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.
Hourglass Card 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 Skizza/rhynndavrie
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 19 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 19 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 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 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 22 Athnul/Kulko:
Spoiler:
Hourglass Card 22 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 23 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 23 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.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Thresher - Use explore to examine another location.
Connected to Seaside Warehouse only None

Docks Card 1:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Docks Card 2:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Docks Card 3:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 4:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Docks Card 5:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Seaside Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, Varril/sirrogue, Vika/Chthonicthul, Connected
Acquired and under card: Worn leather skullcap, Ring of Wave Walking

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Theater of Corruption Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Theater of Corruption Card 5:
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_
Theater of Corruption Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Theater of Corruption Card 7:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 8:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Connected
None
Tengu Rookery Card 1:
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
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.
Tengu Rookery Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tengu Rookery Card 5:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Tengu Rookery Card 6:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Tengu Rookery Card 7:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Tengu Rookery Card 8:
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.

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Connected
None
Chapel Card 1:
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.
Chapel Card 2:
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.
Chapel Card 3:
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.
Chapel Card 4:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 5:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Chapel 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.
Chapel Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 8:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Chapel Card 9:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chapel Card 10:
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.

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None
Floating Shipyard Card 1:
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.
Floating Shipyard Card 2:
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.
Floating Shipyard Card 3:
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.
Floating Shipyard Card 4:
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.
Floating Shipyard Card 5:
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.
Floating Shipyard Card 6:
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Floating Shipyard Card 7:
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.
Floating Shipyard Card 8:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Floating Shipyard Card 9:
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.
Floating Shipyard Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


Turn 7, under Blessing of Abadar...

With the warehouse closed, Varril will row the party back to the ship everyone can return to the ship. From the deck, Varril will launch himself into the air Fly about to scout before landing to at the Tengu Rookery to assist Athnul.


Theater of Corruption Card 1: Animated Weapon
Floating Shipyard Card 1: Heartbreak Hinsin

On landing, Varril gives Athnul some first aid, then a full heal.

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

Cure healing: 1d4 + 1 ⇒ (4) + 1 = 5

After tending to the monk, Varril pokes around and finds a Card 1: Ruby of Charisma hiding among some useless, decorative stones.

Ruby of Charisma CtA Cha 7: 1d10 ⇒ 6 Failure!

Varril fishes it out of the decorative pile only to find it's been chipped beyond usefulness by the other stones. Alas.

Varril, Incorruptible attempts to recover all cards in his Recovery pile.
Fly: Divine 10: 1d8 + 7 ⇒ (8) + 7 = 15 -> Fly recharged.
Cure: Divine 8: 1d8 + 7 ⇒ (7) + 7 = 14 -> Cure recharged.

To the discerning eye, Varril has caught the bloodlust, and could erupt in a frenzy soon...

Varril, Incorruptible wrote:

Hand: Blessing of the Spellbound, Deathbane Light Crossbow +1, Coordinated Blast, Blessing of the Spellbound 3, Holy Javelin, Blessing of Abraxas, Worn Leather Skullcap,

Displayed: Bull Shark (13),
Deck: 9 Discard: 4 Buried: 0
Hero Points: 3
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Spellbound: 1 die, recharges on Arcane or Divine
Abraxas: 2 dice on 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.
Box reroll for 3-D is NOT USED.
Lycanthropy is INACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Armor of the Sands, Divine Fortune, Harbinger Disciple, Apprentice, Blessing of the Spellbound 2, Wand of Detect Magic
Recharged: Walking Stick, Fly, Cure,
Discard Pile: Court Knight, Blessing of Pharasma, Blessing of Shelyn, Blessing of Sivanah,
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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Varril moves to the Tengu Rookery.
Athnul may recharge two random discards.
Athnul may heal 5.
Tengu Rookery Card 1 BANISHED.


Turn 8: Vika/Blessing of Abadar

Move to Floating Shipyard

Explore Floating Shipyard Card #1: Heartbreak Hinsin
Disable 4 to acquire Heartbreak Hinsin: 1d6 + 2 ⇒ (3) + 2 = 5 Success.
Display Hat of Glamour
Charisma 7 to acquire Heartbreak Hinsin, adding 2d6 for Hat of Glamour: 1d4 + 2d6 ⇒ (1) + (5, 3) = 9 Acquired. That's a lot of work for a 0-level card

Discard Heartbreak Hinsin to explore Floating Shipyard Card #2: Swabbing the Decks
Fortitude 7 to defeat Swabbing the Decks, discarding Blessing of Gorum to Bless because she's lost every single Fort check she's tried in this game: 1d10 + 1 + 1d10 ⇒ (5) + 1 + (1) = 7 Holy cow! I thought this was going to be embarrassing overkill. Well, I'll take it. Success; defeated and banished
Recharge one card for success: 1d3 ⇒ 1 Blessing of the Samurai

Vika sees that their "fleet" is looking rough, and knows that they'll need to be at their best in the coming fights. She steers her skiff to the nearest floating shipyard and pays good coin for work to be done. She grabs one roustabout, Hinsin, he is called, and makes him help her swab the decks in preparation for an overhaul by the shipyard's team.

Reset hand and end turn.

Vika wrote:

Hand: Greatclub, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Dwarven Earthbreaker +1, Cestus +1, Earthbreaker,

Displayed:
Deck: 13 Discard: 3 Buried: 0
"Current Location: Floating Shipyard
Hero Points Available/Used: 6 / 1"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-D: The Reclusive Diva?: 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 ([X]+1) ([X]+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

All cards healed thanks to Varril

Turn 9: Athnul
The Hour is Blessing of the Gods

Athnul dives into the water near the thresher to see of there is new damage after the incident in the harbour. She finds everything in order and notices one of Skizzas old pistols stuck near the rudder. She dslodges it but it is far from usable after spending a few days in the water.

When she swims ashore she is attacked by a tiger shark, but easily convinces the animal to hunt for easier prey.

SoT
Stay @ Rookery
Free Explore

Encounter Hull damage
Use Fort instead of Int
Reveal ring to add 3

CtD Int 9: 1d10 + 5 ⇒ (6) + 5 = 11 Banished

Discard Prayer to examine/Explore
Encounter Dragon Pistol

CtA Dex 9: 1d6 ⇒ 4 Failure

Discard BoGorum to explore
Encounter Tiger Shark
Reveal Amulett
Recharge Magistrate to use KI

CtD Combat 11: 1d6 + 2 + 1d10 + 4 + 1d8 ⇒ (3) + 2 + (8) + 4 + (3) = 20 Defeated

End of turn
reset Hand

Athnul wrote:

Hand: Amulet of Fiery Fists, Divine Fortune, Ring of Wave Walking, Blessing of Cayden Cailean, Raven, Blessing of Milani,

Displayed:
Deck: 16 Discard: 2 Buried: 0
Hero Points: 4
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ambusher, Rotgut, Blessing of Kelizandri, Amulet of Mighty Fists, Worn Leather Skullcap, Tiger Shark, Ascetic's Belt, Blessing of the Elements, Blessing of Abadar, Jellyfish Cape, Monkey, Priest of Pharasma, Farglass (Lt), Cure, Riftwarden
Recharged: Magistrate,
Discard Pile: Prayer, Blessing of Gorum,
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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Rookery #2-4 Banished


Skizza Deck Handler

Turn 10, Blessing of Hshurha

Skizza heads over to the Floating Shipyard to see if Vika needs any help sourcing supplies for the Thresher. On arrival he finds a spell scroll stuffed into a crack in the dock.

Fear-CtA: Intelligence 6: 1d10 + 1 ⇒ (4) + 1 = 5 Banished.

Unfortunately a more in depth glance shows it to be spent. Skizza throws it away properly and heads deeper into the Shipyard looking for Vika.

Instead Skizza oddly finds a set of armor...Skizza glances around but doesn't see anyone acting like it's theirs and he should leave it alone. So he edges a bit closer and gives it a more thorough examination.

Magic Leather Armor-CtA: Constitution 2: 1d6 ⇒ 1 Banished.

Ah, huge hole in the back where someone stuck it with something sharp...definitely an unlucky armor that Skizza wants nothing to do with. Fortunately Vika tends to wear something heavier than that, so no worries there...but Skizza gets back to trying to track her down.

Using Elixir of Healing to top off and remove it from hand.
Elixir Heal: 1d4 + 1 ⇒ (4) + 1 = 5 Everything in discard shuffles back in, Elixir is discarded.

Skizza, Tunnel Rat wrote:

Hand: Toxic Blunderbuss +1, Alkenstar Pistol, Smoke Bomb, Gem of Physical Prowess, Blessing of Milani, Blessing of Calistria,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 8
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Smoke bomb - local evade a monster/ +stealth to combat
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Musket +1, Old Salt, Blessing of the Gods, Ring of Wave Walking, The Carnival, Worn Leather Skullcap, Adamantine Bullets, Priest of Abadar, Flare Shot, Surgeon, Dragon Pistol +1, Bull Shark, Pistol +1, Laboratory Coat, Blessing of Alkenstar
Recharged:
Discard Pile: 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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 11, Varril/sirrogue

Random Cards:

Monsters
Spoiler:
Cannoneer
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

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:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

Spoiler:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Spoiler:
Shackles Pirate
SS
Monster B
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.

Barriers
Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Spoiler:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

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:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Musket +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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:
Pepperbox
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
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:
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:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spoiler:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

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:
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.

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:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Sniper's Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.

Items
Spoiler:
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.

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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.

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:
Potion of the Ocean
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Allies
Spoiler:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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.

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:
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:
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.

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 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 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.

Current Hour:

Blessing of Kelizandri:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 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 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 7 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 7 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 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 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 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 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 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 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 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 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 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 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.
Hourglass Card 19 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 19 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.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Thresher - Use explore to examine another location.
Connected to Seaside Warehouse only None

Docks Card 1:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Docks Card 2:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Docks Card 3:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 4:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Docks Card 5:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Seaside Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Connected
Acquired and under card: Worn leather skullcap, Ring of Wave Walking

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Theater of Corruption Card 1 (Animated Weapon):
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Theater of Corruption Card 5:
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_
Theater of Corruption Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Theater of Corruption Card 7:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 8:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Varril/sirrogue, Connected
None
Tengu Rookery Card 1:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Tengu Rookery Card 2:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Tengu Rookery Card 3:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Tengu Rookery Card 4:
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.

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Connected
None
Chapel Card 1:
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.
Chapel Card 2:
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.
Chapel Card 3:
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.
Chapel Card 4:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 5:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Chapel 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.
Chapel Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 8:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Chapel Card 9:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chapel Card 10:
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.

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, Vika/Chthonicthul, Connected
None
Floating Shipyard Card 1:
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.
Floating Shipyard Card 2:
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Floating Shipyard Card 3:
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.
Floating Shipyard Card 4:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Floating Shipyard Card 5:
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.
Floating Shipyard Card 6:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


Turn 11, under Blessing of Kelizandri...

Lycanthropy CtD Wis 6: 1d8 + 4 ⇒ (5) + 4 = 9 Success!

At the start of your explore step, you may recharge a card Blessing of the Spellbound 3, to allow another local character Athnul to recharge two random cards from their discards.

Varril is tempted After he restores Athnul a bit, the half-elf ventures further into the Tengu Rookery and encounters a room full of Card 1: Cryptic Runes. Sensing ill fate if he should fail to solve this, he dedicates his Deathbane Light Crossbow +1 to Shelyn in exchange for her divine insight, and supes that insight up with some augmentation from Abraxas.

Cryptic Runes CtD Combat 10: 3d8 + 7 ⇒ (2, 3, 6) + 7 = 18 Success! If defeated, examine the top 2 cards of this location deck and return them in any order (Card 2: Dindreann, Card 3: Longbow). You may then immediately attempt to close the location this henchman came from.
Banish Worn Leather Skullcap to close.

Varril touches the correct order of runes to deactivate the trap. A small slot opens in the floor as if expecting an offering. The inquisitor drops his recently acquired cap onto the plate, and it seals the rookery up. Athul and Varril deftly slip out before the structure is sealed off.

Varril, Incorruptible wrote:

Hand: Blessing of the Spellbound, Armor of the Sands, Coordinated Blast, Harbinger Disciple, Holy Javelin, Wand of Detect Magic, Apprentice,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Hero Points: 3
NOTES:
Available Support: Coordinated Blast: 1d8+7 to local check to defeat
Spellbound: 1 die, recharges on Arcane or Divine
Abraxas: 2 dice on 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.
Box reroll for 3-D is NOT USED.
Lycanthropy is ACTIVE.
Other: Lycanthropy markers: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Divine Fortune
Recharged: Walking Stick, Fly, Cure, Blessing of the Spellbound 3, Deathbane Light Crossbow +1,
Discard Pile: Court Knight, Blessing of Pharasma, Blessing of Shelyn, Blessing of Sivanah, Bull Shark (13), Blessing of Abraxas,
Buried Pile: Worn Leather Skullcap,

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 [7]
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 ([X] 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. ([X] If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
☐ Add 2 to a check by another character at your location that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Athnul may recharge two random discards.
Tengu Rookery Card 1 BANISHED.
Tengu Rookery CLOSED.


Turn 12: Vika/Blessing of Gozreh

Explore Floating Shipyard Card #1: Holy Stone
Wisdom 6 to acquire Holy Stone: 1d8 ⇒ 6 Heh, acquired

Vika waves to Skizza as she roots through the ship manifests left in a haphazard pile at the shipyard. One of the manifests... glows? Oh, this must be a scroll of some sort. Not really Vika's thing, but she pockets it to show to the more arcane-oriented on her team when she returns to the Thresher.

Reset hand and end turn, discarding Holy Stone and Cestus +1 as free discards.

Vika wrote:

Hand: Greatclub, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Dwarven Earthbreaker +1, Earthbreaker,

Displayed: Hammerhead Shark,
Deck: 12 Discard: 5 Buried: 0
"Current Location: Floating Shipyard
Hero Points Available/Used: 6 / 1"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-D: The Reclusive Diva?: 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 ([X]+1) ([X]+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

Out of Tuurn heal two cards - all cards

Turn 13: Athnul
The Hour is Blessing of Kelizandri

SoT
Moveto Theater of corruption
Cast Divine Fortune
Free Explore
Encounter Animated Weapon

CtA Divine 8: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11 Aquired

Discard BoCC to explore
Encounter Conchobhar Turlach Shortstone

CtA Cha 7: 2d6 ⇒ (6, 3) = 9 Aquired

Banish Ally again to explore
Encounter Potion of Healing

CtA Int 5: 1d4 + 1d6 ⇒ (2) + (1) = 3 Banished

Banish Raven to explore
Encounter Cryptic Runes
Use Fortitude to defeat a barrier
Discard Blessing

CtD Fort 10: 2d10 + 1d6 ⇒ (8, 7) + (3) = 18 Defeated

Examine top 2 cards - 2 boring monsters leave as is

Finding location to pilfer Check to close
Location # Skip 3: 1d5 ⇒ 3 4 - Tengu Rookery

Banish an item - Ring of Wave walking
Theater of Corruption closed
Bury 1d4 cards and draw 1d4 cards

# cards buried: 1d4 ⇒ 1 Animated Weapon
# cards drawn: 1d4 ⇒ 3 Farglass (Lt),Cure,
Priest of Pharasma

Discard Farglass to examine top 2 cards of floating shipyard
Villain Isawyn the Diva
Rosie Cusswell
Probabaly leave as is.

End of turn
reset Hand

Athnul wrote:

Hand: Amulet of Fiery Fists, Blessing of Gorum, Cure, Priest of Pharasma, Prayer, Ambusher,

Displayed: Divine Fortune,
Deck: 12 Discard: 3 Buried: 1
Hero Points: 4
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements, Magistrate, Monkey, Worn Leather Skullcap, Amulet of Mighty Fists, Tiger Shark, Riftwarden, Ascetic's Belt, Jellyfish Cape, Rotgut, Blessing of Abadar, Blessing of Kelizandri
Recharged:
Discard Pile: Blessing of Cayden Cailean, Farglass (Lt), Blessing of Milani,
Buried Pile: Animated Weapon,

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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Theater #1 Acquired
Theater #2 Acqired and banished
Theater #3,4 Banished
Theater closed
Shipyard #2,3 examined


Skizza Deck Handler

Turn 14, Blessing of Abadar

With Isawyn spotted, Skizza leaves the fighting to people who can outsmart the bard, while he goes to the Chapel to cut off that as a possible escape route.

On arrival, he takes a peak around, looking for the best position to set up an ambush if it's needed.

Up in the bell tower, he finds a small desk with an Astrolabe sitting on it...

Not really being the one to do plotting, he shoves it to the floor and uses the desk to get a better position.

Autofail Astrolabe, banished.

Finding a good place to nest, he roots through his pack, pulling out various bits and bobs to make sure he has everything he might need close at hand.

Skizza, Tunnel Rat wrote:

Hand: Toxic Blunderbuss +1, Old Salt, Ring of Wave Walking, Blessing of Alkenstar, Blessing of Milani, Blessing of Calistria,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 8
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Worn Leather Skullcap, Dragon Pistol +1, Surgeon, Blessing of the Gods, Shock Musket +1, Priest of Abadar, Adamantine Bullets, Laboratory Coat, Flare Shot, The Carnival, Pistol +1, Bull Shark
Recharged:
Discard Pile: Elixer of Healing, Smoke Bomb, Gem of Physical Prowess, Alkenstar Pistol,
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



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: 3-D: The Reclusive Diva

Banish undefeated barriers.

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:
Isawyn the Diva

Henchmen (Closing):
Luccaria
Cryptic Runes

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Seaside Warehouse, and you may only move from the Thresher to the Seaside Warehouse.

Scenario Level (#): 3

Turn: 15, Varril/sirrogue

Random Cards:

Monsters
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:
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:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Spoiler:
Jellyfish Swarm
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Spoiler:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

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:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Spoiler:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

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:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Weapons
Spoiler:
Toxic Blunderbuss +1
SS
Weapon 2
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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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.

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:
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:
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.

Spells
Spoiler:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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:
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:
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:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

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:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
Sniper's Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.

Items
Spoiler:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

Spoiler:
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.

Spoiler:
Masterwork Tools
SS
Item B
Traits:
Tool
Elite
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Allies
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:
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.

Spoiler:
Tidepool Dragon
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Spoiler:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

Spoiler:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Blessings
Spoiler:
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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:

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: 15

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 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 3 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 3 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 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 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 11 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 11 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 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 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 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 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 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.
Hourglass Card 15 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 15 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.

Location #1: Docks
Closed
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Thresher - Use explore to examine another location.
Connected to Seaside Warehouse only None

Docks Card 1:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Docks Card 2:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Docks Card 3:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Docks Card 4:
Humanbane Crossbow +2
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Docks Card 5:
Wilderness Studded Leather
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Seaside Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Connected

Location #3: Theater of Corruption
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Kulko, Connected
None

Location #4: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Connected
None

Location #5: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, Connected
None

Chapel Card 1:
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.
Chapel Card 2:
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.
Chapel Card 3:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 4:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Chapel 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.
Chapel Card 6:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Chapel Card 7:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Chapel Card 8:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chapel Card 9:
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.

Location #6: Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Vika/Chthonicthul, Connected
None
Floating Shipyard Card 1 (Isawyn the Diva):
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Floating Shipyard Card 2 (Rosie Cusswell):
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.
Floating Shipyard Card 3:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Floating Shipyard Card 4:
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.
Floating Shipyard Card 5:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


Turn 15, under Blessing of the Gods...

At the start of your explore step, you may recharge a card Wand of Detect Magic, to allow another local character Vika to recharge two random cards from their discards.

Varril largely acts as support, but when villains come into play, he likes to remind people his is an Inquisitor and marches down to the Floating Shipyard to face off with Card 1: Isawyn the Diva. recharge a card for divine, use Skizza's Milani.

Isawyn the Diva BYA Wis 11: 3d8 + 7 ⇒ (8, 6, 2) + 7 = 23 Success! I can use spells!

Varril is already keen of instinct, but with the clarity of Milani, has no trouble seeing through Isawyn's attempt to fog his perception. CAlling down all the power had his (and some others') disposal, he unleashes divinity on the diva.

Holy Javelin (buffed vs. villain), Harbinger Disciple, Blessing of the Spellbound, Vika's bludgeoning powah!

Isawyn the Diva CtD Combat 21: 2d8 + 7 + 2d12 + 1d6 + 1d6 + 2 ⇒ (5, 4) + 7 + (7, 9) + (5) + (5) + 2 = 44 Success!

The villain is laid low and we celebrate our VICTORY.


Skizza banishes Blessing of Calistria to close Chapel.

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

3-D: The Reclusive Diva - Victory!

Development:

Tracking down Isawyn was more of a pain than you expected, when she sets traps to discourage people she doesn't mess about. Fortunately you have dealt with many a trap in your time of adventuring and are able to both disarm them as well as track her down. Now to find out what she knows of a map!

Reward:

Each character gets an additional Hero Point.

Acquired cards will be posted to the discussion!


Banish random card for lycanthropy: 1d19 ⇒ 3 Warhammer +2


3-E: Sweet Talking

Isawyn doesn’t have the Map of Lost Moons, but she knows who does: her rival, Kirrian “Sweetlips” Vortheen. A pirate as well as a bard, Sweetlips is as well-connected as anyone in Quent. Convincing him to part with the map will be a difficult endeavor, particularly if his burly bodyguard Grype gets in your way. Your best bet will be to collect as many allies as you can, hoping some of them know the smooth-talking Sweetlips.

Thresher's Hold: 7d6 ⇒ (4, 4, 5, 5, 5, 3, 5) = 31

Lycanthrope cards
Vika - Tiger Shark
Athnul - Bull Shark
Skizza - Bull Shark
Varril - Hammerhead Shark

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

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: 3-E: Sweet Talking

When making a check to defeat a henchman or villain, you may banish any number of allies to add 3 to the check for each ally banished.

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:
Sweetlips and Scurvy

Henchmen (Closing):
Knuckles Grype

Henchmen (Non-Closing):
Random Allies

Current Ship:

Thresher- Proxy Location#1: Docks:

Class 2
To Defeat: Intelligence
Knowledge 9 OR Wisdom
Survival 7
When Encountering This Ship:
Before you act, bury a random card from your discard pile.
When Commanding This Ship:
Reduce structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessing deck to recharge any number of cards and draw that number of cards.

Connected:
All locations are connected, except that you may only move to the Thresher from the Merchant Marina, and you may only move from the Thresher to the Merchant Marina.

Scenario Level (#): 3

Turn: 0, 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:
Canopy Creeper
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

Spoiler:
Cannoneer
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Spoiler:
Owlbeartross
SS
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

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:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Spoiler:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

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.

Weapons
Spoiler:
Dagger Pistol +1
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

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:
Goblin Pegleg
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate


Spoiler:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

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:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that 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 12 check to recharge this card instead of discarding it.

Spoiler:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Armors
Spoiler:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
Fortified Shell Armor
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy 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.

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.

Items
Spoiler:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

Spoiler:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

Spoiler:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.

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:
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.

Allies
Spoiler:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

Spoiler:
Cut-Throat Grok
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

Spoiler:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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.

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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Vika/Chthonicthul:
Spoiler:
Hourglass Card 1 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 2 Athnul/Kulko:
Spoiler:
Hourglass Card 2 Athnul/Kulko
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 12 Varril/sirrogue:
Spoiler:
Hourglass Card 12 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 13 Vika/Chthonicthul:
Spoiler:
Hourglass Card 13 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 14 Athnul/Kulko:
Spoiler:
Hourglass Card 14 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 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 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 17 Vika/Chthonicthul:
Spoiler:
Hourglass Card 17 Vika/Chthonicthul
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.
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 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 20 Varril/sirrogue:
Spoiler:
Hourglass Card 20 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 21 Vika/Chthonicthul:
Spoiler:
Hourglass Card 21 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 22 Athnul/Kulko:
Spoiler:
Hourglass Card 22 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 23 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 23 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 24 Varril/sirrogue:
Spoiler:
Hourglass Card 24 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 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.
Hourglass Card 26 Athnul/Kulko:
Spoiler:
Hourglass Card 26 Athnul/Kulko
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 27 Skizza/rhynndavrie:
Spoiler:
Hourglass Card 27 Skizza/rhynndavrie
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 Varril/sirrogue:
Spoiler:
Hourglass Card 28 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 29 Vika/Chthonicthul:
Spoiler:
Hourglass Card 29 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 30 Athnul/Kulko:
Spoiler:
Hourglass Card 30 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: 2 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Thresher - See ship for closing condition
Connected to Merchant Marina only
None

Location #2: Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Location #3: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Location #4: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Location #5: Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Connected
None

Location #6: Shrine to Besmara
At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Connected
None


Skizza Deck Handler

After having to move the ship to a different part of town to begin their search, Skizza decides to take another swing through the Thresher to make sure nothing has come loose.

Skizza, Tunnel Rat wrote:

Hand: Shock Musket +1, Dragon Pistol +1, Flare Shot, Adamantine Bullets, Masterwork Tools, Blessing of Milani,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Thresher
Hero Points: 10
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar, Laboratory Coat, Elixer of Healing, Old Salt, Smoke Bomb, Pistol +1, Surgeon, Bull Shark, Toxic Blunderbuss +1, Blessing of Achaekek, The Carnival, Alkenstar Pistol, Blessing of the Gods, Priest of Abadar
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, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) 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.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
□ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).



Athnul's Deckhandler

Athnul joins Skizza is cleaning ship before they go out to look for the bard.

Athnul wrote:

Hand: Ring of Wave Walking, Ambusher, Cure, Priest of Pharasma, Blessing of Gorum, Amulet of Mighty Fists,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 6
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Blessing of the Elements, Amulet of Fiery Fists, Blessing of Milani, Divine Fortune, Blessing of Cayden Cailean, Blessing of Abadar, Blessing of Kelizandri, Farglass (Lt), Evangelist, Riftwarden, Tiger Shark, Ascetic's Belt, Magistrate
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
Divine +1
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 ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Vika... just wants a drink. She lets the others clean the ship AGAIN as much as they like, but she heads on over to the Alehouse to wet her throat before the punching starts.

Vika wrote:

Hand: Warhammer +2, Hat of Glamour, Blessing of Gorum, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Blessing of the Samurai 3,

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Current Location: Alehouse
Hero Points Available/Used: 7 / 1"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 3-E: Sweet Talking?: 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 ([X]+1) ([X]+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.

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