Skizza - Rhynn |
Turn 13, Blessing of Besmara
Skizza sees Athnul, Vika, and Varril all set up and guarding the remaining locations. Skizza gives the go ahead to pull the Thresher into the Fringes while he loads up his guns for a final showdown with Kelizar.
Kelizar BYA: Dexterity 7: 1d10 + 2 ⇒ (10) + 2 = 12 Success, reveal Labcoat to reduce 1 Acid damage to 0.
Having gone through this dance before, Skizza has the crew duck below deck as he shrugs down deeper into the shelter of his labcoat as Kelizar again rakes the deck with his Acid breath.
Skizza waits for the closest point of the strafing run and fires back with his Alkenstar Pistol.
"Bury" Alkenstar Pistol for ranged combat. Reload Spider Venom. Bless with BoAlkenstar.
Kelizar-CtD: Combat 16: 1d10 + 4 + 1d6 + 2 + 1d10 + 1d4 + 1d12 ⇒ (10) + 4 + (2) + 2 + (1) + (2) + (9) = 30 Defeat!
The shot is true, striking him right in the eye, ending the threat of Kelizar. Time to make the crew some new armor!
BR - Scenario Update |
2-D: Wings of the Storm - victory!
Development:
Kelizar, while mighty, was no match for your crew. Despite the howling winds and elements at his command, you were able to deliver a killing blow, ending his threat to you and the crew. With a little work you are able to salvage pieces of the hide that are able to be worked into a suit of armor before leaving him behind to get back to your plundering!
Rewards:
Loot: Brine Dragonhide Breastplate, Control Weather
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.
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.
[ooc]Acquired cards will be posted to discussion.[/b]
BR - Scenario Update |
2-E: Doldrums of the Dead
With Kelizar slain, the wind slowed to less than a whisper. After consulting your charts, you made the horrible discovery that you’ve been blown into the Doldrums of the Dead, a supernatural area of calm patrolled by the ghost ship Deathknell. The Deathknell’s barnacle-encrusted zombies have driven away other predators in the area, but this is cold comfort—the Deathknell is sure to find you before you can row to safer waters.
Lycanthrope Cards
Vika - Hammerhead Shark
Athnul - Hammerhead Shark
Skizza - Tiger Shark
Varril - Tiger Shark
Thresher's Plunder: 7d6 ⇒ (1, 5, 5, 5, 2, 5, 3) = 26
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 0, Skizza/rhynndavrie
Monsters
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
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.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
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
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.
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.
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.
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
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.
Weapons
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.
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.
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.
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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
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.
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.
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.
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.
SS
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Allies
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.
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.
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.
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.
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
Blessings
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.
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.
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.
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.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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.
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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: 1 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Thresher - See Ship for Closing Conditions
Location #2: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Skizza - Rhynn |
Skizza heads off to take over the Sea Fort as it seems a good place to stage a coming fight.
Hand: Shock Musket +1, Alkenstar Pistol, Dragon Pistol +1, Priest of Abadar, Blessing of Calistria, Prayer,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Fishing Village
Hero Points: 5
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): Thieves' Tool, Surgeon, Toxic Blunderbuss +1, Spider Venom, Flare Shot, Quartermaster, The Carnival, Gem of Physical Prowess, Tiger Shark, Blessing of Alkenstar, Blessing of the Gods, Laboratory Coat, Elixer of Healing
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 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
Athnul - Kulko |
Without any iea where I want to go I start at the ship for now.
Hand: Amulet of Fiery Fists, Amulet of Mighty Fists, Raven, Blessing of the Elements, Blessing of Abadar, Blessing of Cayden Cailean,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Blessing of Kelizandri, Riftwarden, Fortified Leather Armor, Blessing of Gorum, Prayer, Shock Lizard, Priest of Pharasma, Blue Star, Blessing of Milani, Cure, Ring of Wave Walking, Koala, Magic Weapon, Kohl of Uncanny Discernment
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
Varril FNCG |
Varril appreciates Skizza's logic and follows to the Sea Fort.
Hand: Blessing of the Spellbound 2, Blessing of the Spellbound, Armor of the Sands, Pyrotechnic Blast, Holy Javelin, Court Knight, Blessing of Shelyn,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Spellbound: bless, recharges if Divine or ArcaneMovement: 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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Fly, Tiger Shark (11), Cure, Walking Stick, Blessing of Abraxas, Deathbane Light Crossbow +1, Control Weather, Apprentice, Wand of Detect Magic, Troubadour, Blessing of Pharasma
Recharged:
Discard Pile:
Buried Pile:
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 [6]
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.
Vika - Chthonicthul |
Sorry, I had been waiting on the OOC to be completed, but I guess it is.
Being a dwarf, Vika sets to fashioning a shield from the skin of the dragon. If anything will stave off fire, it must be this.
She inexplicably relishes the coming fight with undead; they are always so squishy! She polishes her collection of bashing things and stares at the Riptide Cove she intends to explore first.
Exchange Boarding Pike for Warhammer +2 and pick up the Brine Dragonhide Breastplate which will replace the Hide Armor of Fire Resistance.
Hand: Warhammer +2, Quartermaster, Earthbreaker, Master-At-Arms, Lucerne Hammer,
Displayed:
Deck: 15 Discard: 0 Buried: 0
"Current Location: Riptide Cove
Hero Points Available/Used: 0/1"
"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 2-E: Doldrums of the Dead?: N"
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) (☐+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.
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 1, Varril/sirrogue
Monsters
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.
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.
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.
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.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Barriers
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.
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.
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
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.
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.
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
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.
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
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.
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.
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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
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.
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.
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.
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.
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
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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.
SS
Item B
Traits:
Tool
Alchemical
Basic
To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
SS
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
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.
Allies
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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
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.
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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:
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: 29
Hourglass
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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: 1 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Thresher - See Ship for Closing Conditions
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
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.
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.
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.
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.
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.
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.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #2: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Vika/Chthonicthul, None
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
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.
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.
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.
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.
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.
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, Varril/sirrogue, None
SS
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
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.
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.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
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.
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
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.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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 Fortitude check.
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.
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.
Location #6: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Varril FNCG |
Turn , under Blessing of the Gods...
Varril barely finishes watching the moon rise over the Sea Fort when an unknown source tries to bestow the [ooc]Card 1: Henchman Proxy B1 - Curse of the Flesheaters on him. In pure reflexive animosity, he hurls his Holy Javelin at it, the divine light beginning to disperse the curse.
Curse of the Flesheaters CtD Divine 16: 1d8 + 6 + 2d12 ⇒ (6) + 6 + (3, 10) = 25 Success!
Despite generally being a combat spell, Shelyn's light burns up what would have been a substantial curse. Varril can see why all the other predators have fled. He lays out his Armor of the Sands at the threshold and torches it, the charred remains serving as a warning to any who would try to enter (banish an armor to close).
Given how effective it was against that curse, Varril expends some Spellbound effort to try and retain his memory of that spell.
Varril, Incorruptible attempts to recover all cards in his Recovery pile. Holy Javelin: Divine 10: 2d8 + 6 ⇒ (5, 3) + 6 = 14 -> Holy Javelin recharged.
Hand: Wand of Detect Magic, Blessing of the Spellbound, Walking Stick, Pyrotechnic Blast, Cure, Court Knight, Blessing of Shelyn,
Displayed:
Deck: 11 Discard: 0 Buried: 1
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Spellbound: bless, recharges if Divine or ArcaneMovement: 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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Control Weather, Deathbane Light Crossbow +1, Fly, Troubadour, Blessing of Abraxas, Blessing of Pharasma, Apprentice, Tiger Shark (11)
Recharged: Blessing of the Spellbound 2, Holy Javelin,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Sea Fort Card 1 BANISHED.
Sea Fort CLOSED.
Vika - Chthonicthul |
Turn 2: Vika/Blessing of Sivanah
Explore Riptide Cove Card #1: Scurvy Zombie
Combat 13 to defeat Scurvy Zombie, recharging Lucerne Hammer to add 1d12 plus Strength die: 1d10 + 3 + 2 + 1d12 + 1d10 ⇒ (4) + 3 + 2 + (11) + (10) = 30 Defeated; will try second roll
Forced reroll of Combat 13 to defeat Scurvy Zombie, recharging Lucerne Hammer to add 1d12 plus Strength die: 1d10 + 3 + 2 + 1d12 + 1d10 ⇒ (1) + 3 + 2 + (8) + (2) = 16 Half as impressive, but still a success
Encounter Riptide Grindylow to close location.
Combat 11 to defeat Riptide Grindylow, revealing Warhammer +2 to add d8 plus 2: 1d10 + 3 + 2 + 1d8 + 2 ⇒ (5) + 3 + 2 + (7) + 2 = 19 Defeated; Riptide Cove closed
Vika heads to the cove, hand caressing her new hammer excitedly. She isn't at the location for more than a minute when a brine-stinking hand clasps the side of the boat, followed by an undead pirate who clambers aboard. The pirate's cutlass is deftly parried by Vika's hammer, and then she hurls an anchor into its chest knocking it and the anchor into the sea.
The pirate is followed almost immediately by a grindylow - the two factions are in league somehow? - but Vika makes short work of the slippery creature. She turns her skiff around, deciding to report back to the others.
Reset hand and end turn.
Hand: Warhammer +2, Quartermaster, Earthbreaker, Master-At-Arms, Blessing of the Samurai 1,
Displayed:
Deck: 15 Discard: 0 Buried: 0
"Current Location: Riptide Cove
Hero Points Available/Used: 0/1"
"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 2-E: Doldrums of the Dead?: N"
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) (☐+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 - Kulko |
Turn 3: Athnul
The Hour is Blessing of the Gods
When AThnul reaches the cannibal Isle she immediately notices an aura of dread hanging over the place. talking to the cannibals living here she is informed that the town was cursed by one Jalhazar and now all the dead are risoing up again each night. After convincing the shaman to work with her, they are able to talk to the local spirits which show her the source of the curse i in a nearby cave.
Athnul pushes a huge stone in front of the cave and helps the Shaman to seal the evil spirits in, freeing the island of the curse.
SoT
Move to cannibal Isle
Free Explore
Encounter Jalhazar's Curse
Discard Blessing of Abadar to bless twice
CtD Wisdom 12: 3d10 + 3 ⇒ (2, 6, 6) + 3 = 17 Defeated and Banished
Trying to close
Discard Blessing of Cayden Cailean to bless twice
CTC Melee 6: 3d6 + 2 ⇒ (2, 2, 1) + 2 = 7 Success
End of turn
Discard Raven to protect from cannibals
reset Hand
Bury Shock Lizard
Hand: Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Milani, Blessing of the Elements, Fortified Leather Armor,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Prayer, Priest of Pharasma, Ring of Wave Walking, Cure, Blue Star, Magic Weapon, Kohl of Uncanny Discernment, Riftwarden, Blessing of Gorum, Blessing of Kelizandri, Koala
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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.
Varril FNCG |
RETCON Turn 1 to correct false assumption that the henchman allowed closing.
Having incinerated the curse's onslaught, Varril rolls with the momentum of victory, tossing aside his Armor of the Sands (discard a card to explore after defeating a bane) and moves on. Beyond the gate's guardhouse, they find an armory with a shiny Card 2: Chain Shirt handing on a simple wooden post mannequin.
Chain Shirt CtA Con 4: 1d6 ⇒ 5 Success!
Varril hauls the chainmail off the post and slips it over his head. A big heavy for his preference, but doable. Deferring to the expert Court Knight, Varril is shown some Card 3: Leather Armor that might be more his speed.
Leather Armor CtA Con 2: 1d6 ⇒ 3 Success!
That might be better suited to the inquisitor, so he grabs it too, but his Spellbound sense for magic turns his head to the corner where a shinier, Card 4: MAGIC Chain Shirt is displayed. Varril offers the leather to Shelyn in exchange for some divine constitution.
Magic Chain Shirt CtA Con Divine 5: 1d8 + 6 ⇒ (3) + 6 = 9 Success!
Overwhelmed with fashion safety choices, Varril stops a moment to reorganize his gear.
Hand: Wand of Detect Magic, Walking Stick, Chain Shirt, Pyrotechnic Blast, Magic Chain Shirt, Cure, Blessing of Shelyn,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Fly, Blessing of Pharasma, Blessing of Abraxas, Apprentice, Control Weather, Deathbane Light Crossbow +1, Troubadour, Tiger Shark (11)
Recharged: Blessing of the Spellbound 2, Holy Javelin, Leather Armor,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Sea Fort Card NOT closed.
Sea Fort Card 2 ACQUIRED.
Sea Fort Card 3 ACQUIRED.
Sea Fort Card 4 ACQUIRED.
Athnul - Kulko |
Turn 3 adj.: Athnul
The Hour is Blessing of the Gods
SoT
Move to cannibal Isle
Free Explore
Encounter Jalhazar's Curse
Discard Blessing of Abadar to bless twice
CtD Wisdom 12: 3d10 + 3 ⇒ (10, 4, 4) + 3 = 21 Defeated and Banished
Not closing as Henchman is nonclosing
Discard raven to explore
encounter Spiked log trap.
Discard BoElements
CtD Perception 10: 2d10 + 3 + 2 ⇒ (4, 6) + 3 + 2 = 15 Success
End of turn
reset Hand
Bury Riftwarden - Ouch
Hand: Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Kelizandri, Riftwarden, Blessing of Cayden Cailean, Blue Star,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Blessing of Gorum, Shock Lizard, Koala, Cure, Ring of Wave Walking, Magic Weapon, Kohl of Uncanny Discernment, Priest of Pharasma, Blessing of Milani, Prayer, Fortified Leather Armor
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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:
Cannibal Isle #1,2 Banished
Skizza - Rhynn |
Turn 4, Blessing of Abadar
Skizza thankful Varril around to handle icky Curse so he can focus on gathering loot. He also notices that he has packed a lot of guns so he passes one over to Varril as backup.
Pass Varril a Dragon Pistol +1.
Also, speaking of loot, shiny dagger!
Animalbane Dagger+1-CtA: Dexterity 7: 1d10 + 2 ⇒ (5) + 2 = 7 Success!
Skizza snatches it up and sticks it in his belt. Never a bad thing to pick up another dagger.
Discard Prayer to examine Repelling Pike and explore.
Skizza also sees shiny Repelling Pike that likely has some sort of magical effect but he considers his size and the size of the pike and decides that would look ridiculous...plus it's probably a trap of some sort.
Auto fail Repelling Pike+1, discard BoCalistria to explore.
Skizza is about to leave this part of the fort when he hears a noise...after a bit of searching he finds a gnome hiding in one of the storerooms... He must have escaped the roving band of undead pirates, Skizza tries to talk him into joining their crew.
Recharge Priest to aid in acquisition.
Giffer Tibbs-CtA: Charisma 6: 2d6 ⇒ (2, 5) = 7 Success!
It takes a bit to calm him down, but Skizza is able to make it happen and convince Tibbs he will likely be safer traveling with them instead of barricaded in here.
Skizza pretty sure everything to be found here has been, unfortunately he can't find any of the armor he was expecting to be able to hang on the door to say it had been checked...
He finds himself getting more than a bit mad about that!!
Hand: Shock Musket +1, Alkenstar Pistol, Gem of Physical Prowess, Surgeon, Blessing of Alkenstar, The Carnival,
Displayed: Tiger Shark,
Deck: 10 Discard: 3 Buried: 0
Current Location: Fishing Village
Hero Points: 5
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): Thieves' Tool, Flare Shot, Quartermaster, Spider Venom, Laboratory Coat, Giffer TIbbs, Toxic Blunderbuss +1, Elixer of Healing, Blessing of the Gods
Recharged: Priest of Abadar,
Discard Pile:Prayer, Blessing of Calistria, Animalbane Dagger +1,
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 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
Update: Cleared rest of Sea Fort, but no armor to close.
Varril: Passed you a Dragon Pistol+1, feel free to use or hand backBR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 5, Varril/sirrogue
Monsters
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.
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_
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.
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.
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.
Barriers
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.
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.
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.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
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
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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.
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
SS
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Spells
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.
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.
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.
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.
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.
Armors
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.
SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
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.
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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.
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.
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.
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.
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.
Allies
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.
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.
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.
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.
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
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.
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.
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.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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: 25
Hourglass
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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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: 1 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Thresher - See Ship for Closing Conditions
SS
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
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.
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.
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.
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.
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.
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.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Vika/Chthonicthul, None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Athnul/Kulko, None
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.
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.
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.
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.
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.
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, Varril/sirrogue, None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
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.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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 Fortitude check.
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.
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.
Location #6: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Varril FNCG |
Turn 5, under Blessing of Achaekek...
At the start of your explore step, you may recharge a card Magic Chain Shirt, to allow another local character Skizza to recharge two random cards from their discards.
Using the Magic Chain Shirt as fuel, Varril casts a minor blessing on Skizza to relieve the strain of clearing out the Sea Fort. Barring the doors behind them, Varril nails the Chain Shirt to it and splashes a red "X" in berry juice "blood" across it as a warning to others before drawing forth his Walking Stick to lead the hike back to this ship.
Banish Chain Shirt to close Sea Fort, recharge Walking Stick to move Varril and Skizza back to Thresher.
Hand: Wand of Detect Magic, Blessing of Pharasma, Dragon Pistol +1, Pyrotechnic Blast, Control Weather, Cure, Blessing of Shelyn,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Cure
Pharasma: 2 dice if a spell has been cast
Control Weather: +2d8 on a ship OR banish a displayed Weather card
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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Deathbane Light Crossbow +1, Tiger Shark (11), Fly, Blessing of Abraxas, Apprentice, Troubadour
Recharged: Blessing of the Spellbound 2, Holy Javelin, Leather Armor, Magic Chain Shirt, Walking Stick,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Skizza may recharge two cards from discards.
Sea Fort CLOSED.
Varril and Skizza return to the Thresher.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
Vika - Chthonicthul |
Turn 6: Vika/Blessing of Cayden Cailean
Move to The Thresher
Explore The Thresher Card #1: Wooden Shield
Constitution 4 to acquire Wooden Shield: 1d10 + 1 ⇒ (8) + 1 = 9 Success; acquired
Discard Quartermaster to explore The Thresher Card #2: Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Fortitude 8 for Whalebone Pilk BYA: 1d10 + 1 ⇒ (7) + 1 = 8 Very nice; no shenanigans
Wisdom 9 to defeat Deathknell, adjusted to Wisdom 7 for WPC of Sea Fort, and discarding Blessing of the Samurai to Bless: 1d8 + 1d8 ⇒ (1) + (2) = 3 Wow, that's awful. Will use shirt reroll on the 1
Shirt reroll on the 1: 1d8 ⇒ 7 Whew, now a success
Combat 17 to defeat Whalebone Pilk, recharging Warhammer +2 to add 1d8 plus 2 plus 1d6: 1d10 + 3 + 2 + 1d8 + 2 + 1d6 ⇒ (1) + 3 + 2 + (1) + 2 + (4) = 13 Hmm, the dice just don't love me today. Since he is going to be defeated anyway, might as well just take the handwipe. Failure; discard hand for damage.
Since Vika's hand is empty, no point in the second check to defeat.
Four checks in the one encounter in a second-level scenario is brutal...
Vika sees the undead pirate lord, and launches herself and her skiff at him despite the misgivings of the others. As she approaches, the stench of rot is overpowering, but Vika is not to be dissuaded by mere smells. She drives her skiff into the side of the captain's ship, marked the Deathknell in faded lettering on the prow, and leaps aboard. She hurls her shiny new hammer at him and charges, but the zombie has other ideas. Quicker than she had expected, he dodges the weapon, grabs her throat, and holds her aloft for a dreadful moment. Her eyes lock with the twin emerald fires where his eyes might have been, and then he hurls her overboard. By some miracle, she lands with a crunch and thud on the deck of her own skiff. So, she doesn't drown, but her head smacks against the gunwale and she is knocked unconscious.
Reset hand and end turn.
Hand: Topaz of Strength, Blessing of the Samurai 3, Crowbar, Warhammer, Banner,
Displayed:
Deck: 11 Discard: 5 Buried: 0
"Current Location: The Thresher
Hero Points Available/Used: 44198"
"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 2-E: Doldrums of the Dead?: Y"
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) (☐+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.
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 7, Athnul/Kulko
Monsters
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.
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.
SS
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Barriers
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
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.
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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.
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.
Weapons
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.
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.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
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.
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.
Spells
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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 Fortitude check.
SS
Item B
Traits:
Object
Magic
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Item 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
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.
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.
Allies
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.
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.
SS
Ally B
Traits:
Tengu
Assassin
Basic
To Acquire:
Charisma
Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Skizza/rhynndavrie, Varril/sirrogue, Vika/Chthonicthul, Thresher - See Ship for Closing Conditions
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.
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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.
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.
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.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Athnul/Kulko, None
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.
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.
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.
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.
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.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
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 Fortitude check.
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.
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.
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.
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.
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.
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
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.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
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.
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.
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.
Athnul - Kulko |
Turn 7: Athnul
The Hour is Blessing of the Gods
SoT
Stay at cannibal Isle
Free Explore and encounter Parrot
CtA Wisdom 7: 1d10 + 3 ⇒ (9) + 3 = 12 Aquired!
Discard Parrot to explore
Encounter Chanty Singer
CtA Charisma 6: 1d6 ⇒ 5 Failure
End of turn
reset Hand
Hand: Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Kelizandri, Ring of Wave Walking, Blessing of Cayden Cailean, Blue Star,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Blessing of Gorum, Koala, Blessing of Milani, Shock Lizard, Kohl of Uncanny Discernment, Priest of Pharasma, Prayer, Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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:
Cannibal Isle #1 Acquired
Cannibal Isle #2 Banished
Skizza - Rhynn |
During Varril's turn, Skizza recharges two random cards from discard - Blessing of Calistria and Prayer, nice!
-----------
Turn 8, Blessing of Sivanah
Skizza feels the blood rage come on him and tamps down on it, fighting against the curse. He pulls out a gem and tries to calm his mind by looking at the shiny. See how it sparkles and glints.
Recharge Gem of Physical Prowess to use Dex die, spend Blessing of Alkenstar to add 1d4.
Lycanthrope-CtD: Con 6: 1d10 + 1d4 ⇒ (8) + (3) = 11 Success by 5, Alkenstar recharges as well.
With the help of the gem and a little luck from his own personal god of firearms, Skizza is able to focus his mind and fight back the curse. With that done, he sets to ransacking the Thresher for loot!
Free explore, BotG and auto acquired! Villain is elsewhere! Discard Giffer to explore.
Skizza finds some prayers that might come in handy, so he stashes them in his satchel and follows as Giffer Tibbs explores his new home and finds a Tidepool Dragon hanging out.
Tidepool Dragon-CtA: Charisma 6: 1d6 ⇒ 6 Surprisingly a success!
Skizza moves Giffer to the side and approaches the dragon cautiously, does a small bow and introduces himself. The Tidepool Dragon must think Skizza is polite enough as he gets off his perch.
Discard BotG (acq) to explore.
Skizza is about to head deeper into the hold when he notices the dragon was curled up on a spell scroll of some kind, he picks it up and sneezes a bit at the magic pulsing off of it.
Discard Carnival to bless.
Protect-CtA: Wisdom 6: 2d6 ⇒ (6, 3) = 9 Success without a flip!
Skizza figures it might be something Varril will have interest in so he takes the time to pack it away carefully so it's in condition to share later.
Hand: Shock Musket +1, Alkenstar Pistol, Flare Shot, Thieves' Tool, Elixer of Healing, Quartermaster,
Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Fishing Village
Hero Points: 5
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Elixir of Healing available if needed
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, Laboratory Coat, Spider Venom, Blessing of the Gods, Toxic Blunderbuss +1
Recharged: Priest of Abadar, Blessing of Calistria, Prayer, Gem of Physical Prowess, Blessing of Alkenstar,
Discard Pile:Tiger Shark, Giffer TIbbs, Animalbane Dagger +1, Blessing of the Gods (acq), The Carnival, Protect, Tidepool Dragon,
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 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
Update: Acquired cards 1-3 at Thresher
Varril FNCG |
Turn 9, under Blessing of Besmara...
Watching his friend endure and withstand The Change, Varril lends Skizza a healing hand. Cure: 1d4 + 1 ⇒ (4) + 1 = 5
[ooc]At the start of your explore step, you may recharge a card Dragon Pistol +1, to allow another local character Vika to recharge two random cards from their discards.
Despite fighting the villain, Vika seems better off than Skizza, but Varril still offers her a divine balm before continuing to empty the ship to have somewhere to drive the villain to. It seems the crew of the Thresher is a bit down after the villain attacks and are devolving into Card 4: Pirate Entertainments. In an attempt to steer the antics, Varril encourages the other senior officers (the party) to join in. Varril himself attempts to impress them with some fireworks, letting off a Pyrotechnic Blast.
Pirate Entertainments CtD Str Divine 9: 1d8 + 6 + 2d4 ⇒ (7) + 6 + (3, 3) = 19 Success! the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
RESULTS OF BEST ENTERTAINER HERE
After the fireworks, the ship's Card 5: Master Gunner seems very impressed and wants to know how it's done. Discard Blessing of Pharasma to encounter.
Master Gunner CtA Dip 8: 1d10 + 2 ⇒ (6) + 2 = 8 Success!
Varril explains that his display was magic, but with some experimentation, he is sure the two of them could find a way to recreate it with gunpowder. He seems pleased and points the inquisitor to a spare
Card 6: Blunderbuss to study the reaction.
Blunderbuss CtA Dex 8: 1d6 ⇒ 4 Failiure!
Guns aren't really Varril's thing, but he nods and looks interested until the gunner leaves then tosses the weapon overboard so he won't see Varril broke it. Hoping to find something useful, he instead waves his Wand of Detect Magic. Instead, he reveals Card 7: Royster McCleagh in the next cabin. Opting to save his last blessing for support, Varril posts up to keep watch while the others greet the pirate.
Varril, Incorruptible attempts to recover all cards in his Recovery pile.
Cure: Divine 8: 1d8 + 6 ⇒ (6) + 6 = 12 -> Cure recharged discarded.
Pyrotechnic Blast: Divine 8: 1d8 + 6 ⇒ (4) + 6 = 10 -> Pyrotechnic Blast recharged discarded.
Wand of Detect Magic: Divine #: 1d8 + 6 ⇒ (7) + 6 = 13 -> Wand of Detect Magic recharged discarded.
Hand: Apprentice, Troubadour, Blessing of the Spellbound 3, Fly, Control Weather, Deathbane Light Crossbow +1, Blessing of Shelyn,
Displayed: Tiger Shark (11),
Deck: 10 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Control Weather: +2d8 on a ship OR banish a displayed Weather card
Troubadour: 1d4 to local Cha/Dip
Spellbound: bless, recharges if Arcane or Divine
Fly: scout top card of 2 locations, local character may mov
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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): Blessing of Abraxas
Recharged: Blessing of the Spellbound 2, Holy Javelin, Leather Armor, Magic Chain Shirt, Walking Stick, Dragon Pistol +1, Cure, Pyrotechnic Blast, Wand of Detect Magic,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Skizza heals 5 discards.
Vika may recharge two cards from discards.
Thresher Card 4 ACQUIRED.
Thresher Card 5 ACQUIRED.
Thresher Card 6 BANISHED.
Thresher Card 7 KNOWN.
Vika - Chthonicthul |
On turn 9, Vika recharges two cards from discard - thanks, Varril!
First card healed: 1d5 ⇒ 5 Master-At-Arms
Second card healed: 1d4 ⇒ 3 Wooden Shield
Turn 10: Vika/Blessing of Gorum
Move to Cannibal Isle
Explore Cannibal Isle Card #1: Chanty Singer
Charisma 6 to acquire Chanty Singer, discarding Blessing of the Samurai to Bless: 1d4 + 1d4 ⇒ (2) + (4) = 6 Acquired
Discard Chanty Singer to explore Cannibal Isle Card #2: Conchobhar Turlach Shortstone
Charisma 7 to acquire Conchobhar Turlach Shortstone, recharging Topaz of Strength to use Strength die: 1d10 + 3 ⇒ (10) + 3 = 13 Aquired
Discard Conchobhar Turlach Shortstone to explore Cannibal Isle Card #3: Blessing of Gozreh
Wisdom 7 to acquire Blessing of Gozreh: 1d8 ⇒ 5 Ah well, it was a good run while it lasted. Failure; banished
Vika comes back to consciousness surrounded by the concerned faces of several of the crew. She is not much with words, but as she describes the unholy power of their foe, both the leader of the work songs and another of the crew offer to go with her back to the sea to help her row. She tries praying to Gozreh to guide her way, but she doesn't get the sense that that worthy is listening.
Reset hand and end turn.
Hand: Crowbar, Warhammer, Banner, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Blessing of the Samurai 2,
Displayed:
Deck: 12 Discard: 6 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 44198"
"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 2-E: Doldrums of the Dead?: Y"
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) (☐+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 - Kulko |
Turn 7: Athnul
The Hour is Blessing of the Gods
Finishing the rounds of the cannibal isle, Athnul finds an old temple of Achaekek , but it is long abandoned. having seen all of the island Athnu finds vika in the village to return together to the tresher.
SoT
Stay at cannibal Isle
Free Explore and encounter Blessing of Achaekek
Autofail
End of turn
reset Hand
Hand: Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Kelizandri, Ring of Wave Walking, Blessing of Cayden Cailean, Blue Star,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Kohl of Uncanny Discernment, Cure, Blessing of Milani, Blessing of Gorum, Shock Lizard, Prayer, Priest of Pharasma, Koala
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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 - Rhynn |
Turn 12, Blessing of Erastil
Skizza figures the Thresher is in good hands with Varril at the helm, so he heads off to explore the Ghol-Gan Ruins. But first he heads to the larder and gets into a bit of a scuffle with the crew. Skizza does his best to diffuse the tension, but resorts to just trying to extricate himself from it.
At Ghol-Gan - Card 1 (Barroom Brawl), discard Thieves' Tools to defeat a barrier less than 11. Even with +## that is only Dex 9. Success, banished. Discard Quartermaster to explore.
Skizza immediately runs into a Scurvy Zombie patrolling the Ruins. Well that's convenient. He stays at range and takes aim.
"Bury" Alkenstar Pistol for combat.
Scurvy Zombie-CtD: Combat 15: 1d10 + 5 + 1d6 + 2 + 1d10 ⇒ (5) + 5 + (1) + 2 + (4) = 17 First success...now for the real one.
Scurvy Zombie-CtD: Combat 15: 1d10 + 5 + 1d6 + 2 + 1d10 ⇒ (5) + 5 + (2) + 2 + (10) = 24 Real success!
Skizza takes a little time, getting a little closer to the Zombie than he'd like. The smell is rancid, so he has to hold his breath while he scouts the island to ensure there is no other threats.
Using Athnul's Blessing of Cayden Cailean to bless twice.
Ghol-Gan Ruins-CtD: Constitution 7: 3d6 ⇒ (5, 1, 4) = 10 Success! Closed? - Yes, no Villain! But blah, barriers everywhere.
Skizza is pretty sure that closing out the Ghol-Gan Ruins is a good thing, but for some reason he feels it made things a bit worse as well.
Skizza ends their turn.
Skizza attempts to recover all cards in their Recovery pile.
Thieves' Tool: Disable 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Thieves' Tool recharged.
Skizza resets their hand.
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 13, Varril/sirrogue
Monsters
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
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.
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.
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.
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
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.
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.
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.
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.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
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.
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.
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.
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.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
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.
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.
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.
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.
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Allies
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.
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.
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
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.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
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.
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.
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.
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.
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.
Current Hour:
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
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.
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.
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.
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Thresher - See Ship for Closing Conditions
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.
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.
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Kulko, Vika/Chthonicthul, None
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.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Villain here!
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
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.
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.
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.
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.
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 Fortitude check.
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.
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.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, None
Varril FNCG |
Turn 13, under Blessing of the Gods...
Before making any decisions, Varril leaps from the crow's nest into the air to scout the nearby islands.
He spots:
Cannibal Isle Card 1: Becalmed
Jungle Card 1: Whalebone Pilk!!!
Studying the are of the Shackles in question, Varril's mind whirls at the chessboard below him, trying to decide were best to land and use the tide to help move others into position...
Breaking to post strategic chat. Will finish after group consensus.
Varril FNCG |
Turn 13 cont.
After conferring, Varril agrees to land at Cannibal Isle to deal with the Card 1: Becalmed situation. First he must try to fight off his new Nature...
Lycanthropy CtD Wis 8: 1d8 + 3 ⇒ (1) + 3 = 4 Failure!
At the start of your explore step, you may recharge a card Apprentice, to allow another local character Athnul to recharge two random cards from their discards.
Upon arrival, Varril has his Apprentice tend to Athnul, then beseeches Shelyn her guidance to inspire the wind again. Recharge Troubadour to use Divine.
Becalmed CtD Surv Divine 8: 1d8 + 6 ⇒ (6) + 6 = 12 Success!
The tide picks back up and dislodges their dinghy. Varril uses Control Weather to send it back towards the Thresher, and they all hop in before it departs.
Varril, Incorruptible attempts to recover all cards in his Recovery pile.
Fly: Divine 10: 1d8 + 6 ⇒ (4) + 6 = 10 -> Fly recharged.
Control Weather: Divine 13: 1d8 + 6 ⇒ (7) + 6 = 13 -> Control Weather recharged.
Hand: Deathbane Light Crossbow +1, Blessing of Abraxas, Blessing of the Spellbound 3, Blessing of Shelyn, Blessing of the Spellbound 2, Holy Javelin, Leather Armor,
Displayed: Tiger Shark (11),
Deck: 10 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Spellbound: bless, recharges if Arcane or Divine
Abraxas: 2 dice Arcane or Dvine
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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): 0
Recharged: Magic Chain Shirt, Walking Stick, Dragon Pistol +1, Cure, Pyrotechnic Blast, Wand of Detect Magic, Apprentice, Troubadour, Fly, Control Weather,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Athnul may recharge two cards from discards.
Cannibal Isle Card 1 BANISHED.
Varril, Athnul, and Vika all move back to the Thresher.
Vika - Chthonicthul |
Turn 14: Vika/Blessing of Besmara
Explore The Thresher Card #1: Royster McCleagh. Fail to acquire.
Discard Blessing of the Samurai to explore The Thresher Card #2: Harpoon Trap
Disable 6 to defeat Harpoon Trap: 1d6 + 2 ⇒ (5) + 2 = 7 Success! Sweating there for a sec; banished
Vika heads back to the ship and prepares for the coming fight.
Reset hand and end turn.
Hand: Crowbar, Warhammer, Banner, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Hammerhead Shark,
Displayed: Hammerhead Shark,
Deck: 11 Discard: 7 Buried: 0
"Current Location: The Thresher
Hero Points Available/Used: 44198"
"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 2-E: Doldrums of the Dead?: Y"
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) (☐+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 - Kulko |
Turn 11: Athnul
The Hour is Blessing of the Gods
Athnul leads Skizza to the jungle when they spot Whalebone Pilk in the distance. Not wanting to give their position away the heroes decide to look for a different path.
Offturn Recharge Blessing of Cayden Cailean and Raven
SoT
Move to jungle
Free Explore and encounter Whalebone Pilk
reveal to Evade
End of turn
Discard Amulet to clear uo hand clog
reset Hand
Hand: Amulet of Fiery Fists, Blessing of Gorum, Blessing of Kelizandri, Ring of Wave Walking, Priest of Pharasma, Cure, Blue Star,
Displayed:
Deck: 9 Discard: 2 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Shock Lizard, Kohl of Uncanny Discernment, Prayer, Koala, Blessing of Milani
Recharged: Blessing of Abadar, Parrot, Blessing of Cayden Cailean, Raven,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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.
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 16, Skizza/rhynndavrie
Monsters
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.
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.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
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.
Barriers
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.
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.
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.
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.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
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.
SS
Weapon B
Traits:
Mace
Melee
Piercing
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
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.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
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 6.
Spells
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
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 Fortitude check.
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.
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.
Allies
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.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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:
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: 12
Hourglass
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.
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Vika/Chthonicthul, Thresher - See Ship for Closing Conditions
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Villain here!
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.
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.
SS
Henchman 2
Type: Monster
Traits:
Undead
Zombie
Aquatic
To Defeat:
Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 Fortitude check.
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.
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.
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Location #6: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Skizza - Rhynn |
Turn 16, Blessing of the Gods.
Skizza checks his guns and ammo to make sure he's ready for the tricks of Pilk. It seems like everything is in order so he heads deeper into the jungle in the hopes of flushing him out. Instead he comes across a shrine to Besmara.
Skizza could use all the divine help on his side, so he searches through his things and produces a offering before heading out.
Recharge Priest of Abadar for die to acquire.
Blessing of Besmara-CtA: Dexterity 7: 1d10 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8 Woot, blessing upgrade!
Fortunately, Skizza remembers all the proper ways of giving offerings and seems to feel a bit more blessed...at least until he runs into the Ambush!
Discard BotG to bless.
Ambush-CtD: Dexterity 11: 2d10 + 2 ⇒ (5, 9) + 2 = 16 Success, banished, free explore!
Fortunately Skizza spots the Ambush before they have a chance to spring it on him. He's good at hiding and in fact, might just be able to turn this confusion into his gain!
He's naturally about to search for loot when he catches sight of a Scurvy Zombie. He smiles and pulls out his biggest gun.
Scurvy Zombie-CtD: Combat 13: 1d10 + 4 + 1d10 + 1 ⇒ (3) + 4 + (10) + 1 = 18
Scurvy Zombie-CtD: Combat 13: 1d10 + 4 + 1d10 + 1 ⇒ (10) + 4 + (1) + 1 = 16
Unfortunately these Zombies are resilient, Skizza is a bit surprised when it takes a couple shots to do the trick, but fortunately Skizza has lots of gunpowder so that isn't an issue.
Using Varril's Blessing of Shelyn to assist with the close.
Jungle-CtC: Wisdom 7: 3d6 ⇒ (4, 5, 2) = 11 Success, banish all but Villain.
Skizza knows Pilk is around here somewhere. Fortunately after having dealt with the Scurvy Zombie, he's pretty sure he can follow that very distinctive odor and locate Pilk. He picks his way through the Jungle leading Athnul directly to their target.
Before heading down, he takes a moment to refresh, chugging a healing elixir and refreshing his various potions and topping off a couple guns.
Elixir of Healing: 1d4 + 1 ⇒ (1) + 1 = 2 Skizza is healed for 2: (Blessing of the Gods (acq), Animalbane Dagger +1). Deck shuffled.
Hand: Shock Musket +1, Protect, Laboratory Coat, Blessing of Besmara, Blessing of the Gods (acq),
Displayed: Flare Shot, Spider Venom,
Deck: 12 Discard: 5 Buried: 0
Current Location: Fishing Village
Hero Points: 5
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): Prayer, Animalbane Dagger +1, Gem of Physical Prowess, Tiger Shark, Thieves' Tool, Blessing of Calistria, Blessing of the Gods, Blessing of Alkenstar, Surgeon, Toxic Blunderbuss +1, Priest of Abadar, The Carnival
Recharged:
Discard Pile:Tidepool Dragon, Quartermaster, Alkenstar Pistol, Giffer TIbbs, 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 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
Update: Acquired Card 1, Banished Card 2 and 3 to "close" Jungle. Only Villain left.
Varril: Used Blessing of Shelyn.BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 17, Varril/sirrogue
Monsters
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.
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.
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.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
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.
Barriers
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.
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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.
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.
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.
Weapons
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.
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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.
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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.
Spells
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.
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.
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.
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.
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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 Fortitude check.
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.
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.
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 Fortitude check.
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.
Allies
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.
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Blessings
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.
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
Current Hour:
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: 11
Hourglass
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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Varril/sirrogue, Vika/Chthonicthul, Thresher - See Ship for Closing Conditions
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Skizza/rhynndavrie, Villain here!
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Location #6: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Varril FNCG |
Turn 17, under Blessing of Gozreh...
Lycanthropy CtD Wisdom 6: 1d8 + 3 ⇒ (7) + 3 = 10 [ooc]Success!
Varril shakes off the bloodlust and focuses on the task at hand, rowing out to the LOCATION to assist with wrangling the villain.
At the start of your explore step, you may recharge a card Leather Armor, to allow another local character Athnul to recharge two random cards from their discards.
Gently blessing Athnul, Varril moves into a flanking position of advancement on Pilk and resets his gear for the encounter.
Hand: Deathbane Light Crossbow +1, Blessing of Abraxas, Blessing of the Spellbound 3, Walking Stick, Blessing of the Spellbound 2, Holy Javelin, Magic Chain Shirt,
Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 1
NOTES:
Available Support: Shelyn: 2 dice on n/c Wis
Spellbound: bless, recharges if Arcane or Divine
Abraxas: 2 dice Arcane or Dvine
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 2-D is NOT USED.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): 0
Recharged: Dragon Pistol +1, Cure, Pyrotechnic Blast, Wand of Detect Magic, Apprentice, Troubadour, Fly, Control Weather, Leather Armor,
Discard Pile:
Buried Pile:
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 [6]
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.
UPKEEP:
Varril move to the Jungle.
Athnul may recharge two cards from discards.
Vika - Chthonicthul |
Turn 18: Vika/Blessing of Zogmugot
Constitution 6 to overcome lycanthropy: 1d10 + 1 ⇒ (1) + 1 = 2 Failure. One marker is on Hammerhead Shark
Move to Cannibal Isle
Melee 6 to close Cannibal Isle: 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13 Success; location closed
Vika moves to one of the local islands to keep watch for Pilk, should he come that way. A blue-green fin grows on her back, and it is all she can do to keep from eating the oarsman who has accompanied her.
Reset hand and end turn.
Hand: Crowbar, Warhammer, Banner, Brine Dragonhide Breastplate (Loot for Hide Armor of Fire Resistance), Cestus +1,
Displayed: Hammerhead Shark,
Deck: 10 Discard: 7 Buried: 0
"Current Location: Cannibal Isle
Hero Points Available/Used: 44198"
"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 2-E: Doldrums of the Dead?: Y"
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) (☐+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 - Kulko |
Turn 19: Athnul
The Hour is Blessing of Pharasma
AThnul stay at herplay on the lookout watching the action of Whalebone Pilk so that the villain can no longer escape.
And recharging two discarded cards from the thanks to Varril
Hand: Amulet of Fiery Fists, Blessing of Gorum, Blessing of Kelizandri, Ring of Wave Walking, Priest of Pharasma, Cure, Blue Star,
Displayed:
Deck: 11 Discard: 0 Buried: 1
Hero Points: 2
Box Reroll used: No
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Kohl of Uncanny Discernment, Shock Lizard, Prayer, Koala, Blessing of Milani
Recharged: Blessing of Abadar, Parrot, Blessing of Cayden Cailean, Raven, Blessing of the Elements, Amulet of Mighty Fists,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] 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.)
[] 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 - Rhynn |
Turn 20, Blessing of the Gods
Skizza leaves Pilk to Athnul and Varril and heads back to secure the Thresher.
On arrival he takes a moment to arm himself for the coming fight and then sets about rigging the Thresher with traps and razor wire to prevent entrance.
Hand: Shock Musket +1, Laboratory Coat, Blessing of Alkenstar, Blessing of the Gods, Blessing of Besmara, Blessing of the Gods (acq),
Displayed: Flare Shot, Spider Venom,
Deck: 10 Discard: 6 Buried: 0
Current Location: Fishing Village
Hero Points: 5
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): Tiger Shark, Surgeon, The Carnival, Toxic Blunderbuss +1, Prayer, Priest of Abadar, Thieves' Tool, Gem of Physical Prowess, Animalbane Dagger +1, Blessing of Calistria
Recharged:
Discard Pile:Tidepool Dragon, Quartermaster, Alkenstar Pistol, Giffer TIbbs, Elixer of Healing, Protect,
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 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 (☐ 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (☐ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
BR - Scenario Update |
During This Adventure:
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.
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: 2-E: Doldrums of the Dead
When setting up this scenario, do not include any monsters in the location decks (other than the villain and henchmen). When you would defeat a Scurvy Zombie henchman, reroll the dice; the Scurvy Zombie is defeated or undefeated based only on the result of the second roll.
Additional Rules: .
Random Summons:
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.
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:
Whalebone Pilk
Henchmen (Non-Closing):
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Current Ship:
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 (#): 2
Turn: 21, Varril/sirrogue
Monsters
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
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.
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
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.
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.
Barriers
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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.
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.
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.
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
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.
SS
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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.
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.
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
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.
SS
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength 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.
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.
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.
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.
Armors
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.
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.
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.
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.
SS
Armor B
Traits:
Shield
Firearm
Basic
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
SS
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Intelligence
Arcane 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
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.
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.
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.
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.
Allies
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.
SS
Ally B
Traits:
Dwarf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Tengu
Assassin
Basic
To Acquire:
Charisma
Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
SS
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
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.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 9
Hourglass
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.
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.
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.
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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Skizza/rhynndavrie, Thresher - See Ship for Closing Conditions
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Location #2: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
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.
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Location #3: Cannibal Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Vika/Chthonicthul, None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Kulko, Varril/sirrogue, Villain here!
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Location #6: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Skizza - Rhynn |
BYA bury random card from discards - Elixir of Healing
Skizza climbs up into the crows nest, loads his very favorite gun and lies in wait.
Discard BoAlkenstar and adding 1d12
Thresher-CtG: Intelligence 9: 1d10 + 1 + 1d12 ⇒ (4) + 1 + (2) = 7 Box Reroll.
Thresher-CtG: Intelligence 9: 5 + 1d12 ⇒ 5 + (9) = 14 Success, guarded.
Hand: Shock Musket +1, Laboratory Coat, Blessing of the Gods, Blessing of Besmara, Blessing of the Gods (acq),
Displayed: Flare Shot, Spider Venom,
Varril FNCG |
Turn 21, under Blessing of Pharasma...
At the Jungle , Varril prepares the way for the party to defeat Card 1: Whalebone Pilk! Recharge Walking Stick to use Divine, recharge a BotSpellbound to make it 100%.
Whalebone Pilk BYA Con Divine 8: 2d8 + 6 ⇒ (3, 4) + 6 = 13 Success!
Through divine fortune, Varril endures the wretching stench around Pilk, then brings Shelyn's glory to bear as the captain sends his ship of undead to bear down on us.
Then summon and encounter the ship Deathknell.
Deathknell Divine 7: 1d8 + 6 ⇒ (7) + 6 = 13 Success!
The crew dares not challenge the Eternal Rose. For this foul creature, though, Varril fights foul with foul, invoking a boon from Abraxas to break its will.
Whalebone Pilk CtD Divine 12: 3d8 + 6 ⇒ (3, 7, 5) + 6 = 21 Success!
Varril successfully weakens the necromantic energies fortifying the pirate, clearing the way for his companions to finish the job!
Someone else at the Jungle to make the Combat 17 check. I can bless once, unless someone has a better blessing.
Athnul - Kulko |
While Varril Channels his posuitive Energy to keep the Viallin distracted Athnul hammers him with repeated kicks until he finally succumbs.
recharge Priest of Pharasma to use Ki
Discard BoGorum to bless twice
Eat Blue Mushrooms to become stronger
CtD Combat 17: 3d6 + 2 + 1d10 + 3 + 1d6 ⇒ (1, 5, 3) + 2 + (9) + 3 + (4) = 27
BR - Scenario Update |
2-E: Doldrums of the Dead - Victory
Development:
Apparently the lack of wind in this place were some sort of curse. As soon as Whalebone Pilk and the Deathknell have been permanently dealt with a light wind picks up and you are able to slowly navigate out of the area. Free of the Doldrums you are able to plot a course and set sail back to civilization.
Reward:
Each character gains a random non-Basic blessing from the box.
Acquired cards and 4 non-Basic reward blessings will be posted to the discussion.
BR - Scenario Update |
Adventure 3: The Map of Lost Moons
Now that you’re free from the wild Slithering Coast, with a vessel of your own, you can turn to more important matters: your lycanthropic curse. It’s only a matter of time before you succumb to the beast within permanently, becoming little more than a mindless shark-monster.
The curse of lycanthropy is nearly impossible to remove; legends say that ingesting belladonna is helpful, but only in the first few days after affliction—and you spent those critical days marooned in Misery Shoals without access to the herb. If there is another way to remove the curse, it is virtually unknown.
Fortunately, you know people whose job it is to know the unknown: a smuggler in Drenchport named Nefti Unwesha knows everyone worth knowing. Hopefully, Nefti will know who possesses this lore, or at least be able to put you on track to someone that does. Nefti has a history of getting into tight scrapes, and you can’t say that you left her with an entirely favorable impression the last time you interacted with her, but she’s the only lead you’ve got to shake this terrible curse.
During this Adventure:
Build this adventure's Lycanthrope Deck with two Bull Sharks (deck 2) and one Tiger Shark (deck 1). If more than 3 players, add a number of Hammerhead Shark henchmen equal to the number of players minus 3.
BR - Scenario Update |
3-A: The Smuggler's Assassin
The surly smuggler Nefti Unwesha might be able to recommend someone that can help you with your curse, but she currently has more pressing problems: a disgruntled customer named Giles Halmis has decided to murder her. Halmis isn’t working alone; he hunts with a pack of magical panther-like monsters called shimerae. Stop Halmis and his monsters, and you might be able to convince Nefti to help you.
Lycanthrope cards
Vika - Bull Shark
Athnul - Bull Shark
Skizza - Tiger Shark
Varril - Hammerhead Shark
Thresher's Hold: 7d6 ⇒ (3, 6, 4, 1, 6, 2, 3) = 25 1 weapon, 2 spell, 2 armor, 2 Item?
BR - Scenario Update |
During This Adventure:
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.
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-A: The Smuggler's Assassin
Additional Rules: .
Random Summons:
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.
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:
Nefti Unwesha
Henchmen (Closing):
Giles Halmis
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.
Current Ship:
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 Harbor, and you may only move from the Thresher
to the Harbor.
Scenario Level (#): 3
Turn: 0, Varril/sirrogue
Monsters
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.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
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.
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
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Allies
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.
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.
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.
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.
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.
Blessings
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.
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.
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.
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.
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:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Thresher - See Ship for Closing Conditions
Location #2: Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Skizza - Rhynn |
Skizza opts for securing the Thresher before heading into town.
Hand: Toxic Blunderbuss +1, Laboratory Coat, Gem of Physical Prowess, Thieves' Tool, Flare Shot, Surgeon,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Fishing Village
Hero Points: 5
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): Pistol +1, Spider Venom, Prayer, Dragon Pistol +1, Elixer of Healing, Quartermaster, Alkenstar Pistol, Blessing of Alkenstar, Shock Musket +1, Blessing of the Gods, Tiger Shark, Blessing of Calistria, The Carnival, 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 ☐ +2Favored 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 FNCG |
Varril agrees Skizza's logic of securing our ship before heading inland, and will remain on the Thresher for now.
Hand: Deathbane Light Crossbow +1, Holy Javelin, Troubadour, Cure, Blessing of Abraxas, Armor of the Sands, Blessing of the Spellbound 2,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Troubadour: 1d4 to local Cha/Dip
Spellbound: bless, recharges if Arcane or Divine
Abraxas: 2 dice Arcane or Dvine
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-A is NOT USED.
Other: Lycanthropy markers:
Middle of Deck (Unknown Order): Blessing of Shelyn, Hammerhead Shark (9), Ghost Whip, Fly, Walking Stick, Blessing of the Spellbound 3, Blessing of the Spellbound, Control Weather, Wand of Detect Magic, Blessing of Pharasma, Court Knight, Apprentice
Recharged:
Discard Pile:
Buried Pile:
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 [6]
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.