Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of the Gods
Location: Rocky Cliff
Location Power:At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
Scenario Powers:
Move to Widowmaker Isle
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Pause here for discussion
Reiko - Gimry |
Go Ahead and evade the Villain and examine the top card
Examine: 1d10 ⇒ 4 => Harpoon Trap
Drew Staff of Minor Healing. Use it to heal my Quartermaster
"
Hand: Returning Starknife, Returning Throwing Axe, Venomous Fighting Fan +1, Red Mantis Mask,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3C?: N
Middle of Deck (Unknown Order): Embalming Fluid, Double Chicken Saber +1, The Winged Serpent, Impervious Chain Shirt, Blessing of the Quartermaster, Staff of Minor Healing, Mr. Smee (Quartermaster), Blue Star, Dags (Daggermark Poisoner), Blessing of the Quartermaster (2), Shuriken +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Shuffled Widowmaker Isle and Card 4 is on top.
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of Hshurha
Hour Power:No effect.
Location: Jungle
Location Power: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Scenario Powers: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Jirelle moves to Ghol-Gan Ruins and explores.
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Survival 9: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15
Survival: 1d8+3
Priest of Abadar (Gates) (Recharge): 1d6
Discarding Gang Enforcer to explore again
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.
Taking the auto-fail
Jirelle joins Oloch at the ruins and discovers a monkey playing with an old, discarded sword. She and Gates beckon the animal over and it hops onto Jirelle's shoulder after throwing the sword off to the side. The little guy should be a quick trainee for picking up any... "loose" treasure.
Hand: Humanbane Rapier, Studded Leather Armor, Gem of Physical Prowess, Monkey, Blessing of Abadar, Blessing of the Midnight Lord,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Current Location: Ghol-Gan Ruins
Hero Points: 2
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): The Demon's Lantern, Burglar (Rot), Mouse (Ghost), Captain's Cutlass, Sands of the Hour, Menacing Backsword +1, Bloodcrow Rapier, Spyglass (Core)
Recharged: Naval Hero (Silvertongue), Priest of Abadar (Gates),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Acquired Card 1 of Ghol-Gan Ruins (Monkey)
- Banished Card 2 (Falcata)
- Recharged Priest of Abadar
- Discarded Gang Enforcer
Cogsnap Z. |
It is the hour of the Gods
Move to: Ghol-Gan Ruins
Location Power: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Free exploration: skip
End turn
Recovery Phase: n/a
Reset Hand: no change
At the start of Oloch's turn: Ask Oloch to reveal, then discard, a blessing or armor to heal Cogsnap (uses Oloch's first exploration)
Healing on Cogsnap: 1d4 + 1 ⇒ (4) + 1 = 5 Healed Elixir of Healing - good news!
"
Hand: Acid Arrow, Laboratory Coat, Alchemist's Fire, Liquid Ice, Powder Keg, Anesthetizing Slime, Gentleman Explorer, Blessing of the Elements,
Displayed: Liquid Courage, Elixir of Energy Resistance,
Deck: 5 Discard: 5 Buried: 0
Current Location: Ghol-Gan Ruins
Hero Points: 4
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Don't use any resources unless they will recharge until Cogsnap has been healed
Acid Arrow: On a distant combat check, recovery to add 2d4 and the Acid, Attack, and Magic traits.
Gentleman Explorer: recharge +1d6 for local check vs barrier or ally
Middle of Deck (Unknown Order): The Inquisitor, Elixir of Healing, Fire Lance, Elixir of Focus, Alchemical Glue
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster Oloch |
Out of Turn Updates: Draw cards back into hand
Turn - Hour: Pharasma
Hour Power:
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any
Explore: XX
Give up explore to heal Cogsnap. (Half Plate discarded)
Discard pig to explore.
Dragonbane Greataxe, Prayer
Fever Sea Marauder Combat 20: 3d12 + 6 ⇒ (10, 2, 10) + 6 = 28
Pig Heal: 1d3 ⇒ 2
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Oloch resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Fever Sea Marauder
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Urgathoa's Gluttony, Dragonbane Greataxe, Shock Glaive, Orison 3, Magic Chain Mail,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Deathgrip, Gorum's Iron, Divine Insight, Battleaxe, Prayer 1, Voidglass Armor, Pig, Giantbane Greataxe, Banner of the Ancient Kings, Cruel Longsword, Orison 2
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
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 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.
Scenario Level (#): 3
Turn: 11, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
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 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Barriers
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.
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
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 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
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:
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:
Club
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
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
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Spells
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.
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
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
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 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 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
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:
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 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 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.
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 Diplomacy check.
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.
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 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.
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.
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 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
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:
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.
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
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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.
Current Hour:
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.
Hours Remaining: 19
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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Jungle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Reiko/Gimry, None
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
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
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 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 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
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
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
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
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., Oloch/tcolmaster01,
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
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
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.
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
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
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
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
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Location #4: Mangrove Swamp
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of Sivanah
Location: Widowmaker Isle
Location Power:For each ally in your discard pile, the difficulty of your checks is increased by 1.
Scenario Powers:
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.
Acrobatics 9: 1d10 + 7 ⇒ (2) + 7 = 9
Acrobatics - 1d10+7
Draw new blessing: BotGods and discard Starknife
"
Hand: Returning Throwing Axe, Venomous Fighting Fan +1, Blue Star, Red Mantis Mask, Blessing of the Gods,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3C?: N
Middle of Deck (Unknown Order): Blessing of the Quartermaster (2), Mr. Smee (Quartermaster), Shuriken +1, Embalming Fluid, Dags (Daggermark Poisoner), Staff of Minor Healing, Blessing of the Quartermaster, Impervious Chain Shirt, Double Chicken Saber +1, The Winged Serpent
Recharged: Returning Starknife,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of the Gods
Hour Power:No effect.
Location: Ghol-Gan Ruins
Location Power: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Scenario Powers: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Displaying Studded Leather Armor
Jirelle explores the Ghol-Gan Ruins.
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.
Dexterity 11 (5+3+3): 1d10 + 4 + 2d10 ⇒ (2) + 4 + (3, 5) = 14
Dexterity: 1d10+4
Double Bless: 2d10
Cogsnap and Oloch need to encounter Barroom Brawl as well, but it is defeated.
It's been a long day. This is apparent when the three separate crews that were split between Jirelle, Cogsnap, and Oloch start bickering, culminating in wrestling and fisticuffs in the middle of the ruins. The crew certainly needed to blow off some steam, so Jirelle casually removes herself from the mayhem, stepping in only when things get out of hand and someone risks serious damage.
Hand: Humanbane Rapier, Captain's Cutlass, Gem of Physical Prowess, Burglar (Rot), Monkey, Blessing of the Midnight Lord,
Displayed: Studded Leather Armor,
Deck: 8 Discard: 3 Buried: 0
Current Location: Ghol-Gan Ruins
Hero Points: 2
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Captain's Cutlass - Reduce local Combat damage by 2
* Burglar - Add 1d6 to local check to defeat a barrier
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): The Demon's Lantern, Mouse (Ghost), Bloodcrow Rapier, Spyglass (Core), Sands of the Hour, Menacing Backsword +1
Recharged: Naval Hero (Silvertongue), Priest of Abadar (Gates),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Defeated Card 1 of Ghol-Gan Ruins (Barroom Brawl)
- Cogsnap and Oloch must both encounter Barroom Brawl
(Captain's Cutlass and Burglar are not available for these encounters as they were drawn at the end of the turn)
- Displayed Studded Leather Armor
- Discarded Blessing of Abadar
Cogsnap Z. |
Off turn:
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.
Recharge Gentleman Explorer
Ask Reiko to discard Blessing of the Gods
Ask Oloch to display Orison 3
Dex 5+3+3=11: 2d8 + 2 + 1d6 + 2 ⇒ (7, 2) + 2 + (3) + 2 = 16
Oloch still needs to encounter the Brawl. Cogsnap will discard Blessing of the Elements to bless Oloch's check (Melee is a Str check for Oloch), which allows (Oloch power) Cogsnap to recharge a random card from his discards - Potion of Fortitude is recharged
Cogsnap Z. |
It is the hour of Sivanah
Location Power: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Free exploration
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.
Wis 7, 3 Oloch cards: 1d6 + 6 ⇒ (5) + 6 = 11
Play Slime to explore, sending Powder Keg to Recovery
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.
Arcane 3: 1d10 + 3 ⇒ (2) + 3 = 5
Send Slime to Recovery to explore
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.
Discard Blessing of Hshurha to double bless (due to currently being on a ship)
Disable 8+3=11: 3d8 + 5 ⇒ (7, 7, 3) + 5 = 22
End turn
Recovery Phase:
Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
Recharge Powder Keg? Craft 13: 1d10 + 4 ⇒ (1) + 4 = 5
Slime goes to Discards
Reset Hand
"
Hand: Acid Arrow, Instant Armor, Laboratory Coat, Alchemist's Fire, Liquid Ice, Alchemical Glue, Elixir of Focus, The Inquisitor,
Displayed: Liquid Courage, Elixir of Energy Resistance,
Deck: 4 Discard: 8 Buried: 0
Current Location: Ghol-Gan Ruins
Hero Points: 4
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Acid Arrow: On a distant combat check, recovery to add 2d4 and the Acid, Attack, and Magic traits.
Instant Armor: When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it
Inquisitor: bless, ignoring immunities and resistances
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Middle of Deck (Unknown Order): Fire Lance, Elixir of Healing
Recharged: Gentleman Explorer, Potion of Fortitude,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster Oloch |
Out of Turn Updates: Draw cards back into hand
Turn - Hour:BotG
Hour Power:
SOT: None
Give Card: None
Move: Widowmaker Isle
Location Powers: For each ally in your discard pile, the difficulty of your checks is increased by 1. (0)
Explore: Blessing of Milani
Divine 5: 1d8 + 2 ⇒ (6) + 2 = 8
Acquired
Discard Milani to explore
Cogsnap - The Inquisitor
Large Chest Melee 13: 2d12 + 4 ⇒ (9, 3) + 4 = 16
Defeated
RNG Random Weapons: 1d4 ⇒ 3
Harpoon, Sap, Humanbane Crossbow +2
Discard Orison 3 to explore
STORM! Display it!
Discard Urgathoa's Gluttony to explore
Cannonade!
Jirelle - Midnight Lord
Wis 13: 2d8 ⇒ (8, 5) = 13
Defeated
Suffer 2 structural damage. Jirelle is for 1. Discard Sap for 2.
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Oloch resets their hand.
[u]Summary[/u]
Acquired: Blessing of Milani, Harpoon, Sap, Humanbane Crossbow +2
Banished: Large Chest, Cannonade
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Dragonbane Greataxe, Shock Glaive, Magic Chain Mail, Harpoon, Humanbane Crossbow +2,
Displayed:
Deck: 11 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Banner of the Ancient Kings, Voidglass Armor, Battleaxe, Deathgrip, Gorum's Iron, Cruel Longsword, Prayer 1, Divine Insight, Orison 2, Pig, Giantbane Greataxe
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
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 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.
Scenario Level (#): 3
Turn: 15, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
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 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 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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.
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 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.
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:
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 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:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Spells
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 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 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. 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 13 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 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 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.
Armors
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
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
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
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 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
SS
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS
Item B
Traits:
Tool
Basic
To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
SS
Item B
Traits:
Tool
Elite
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
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.
Allies
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
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
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 15
Hourglass
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 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Jungle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Reiko/Gimry, Oloch/tcolmaster01,
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:
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
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
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
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Location #3: 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ.,
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
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
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
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Location #4: Mangrove Swamp
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cogsnap Z. |
On Oloch's turn: discard The Inquisitor to bless - Oloch power: recharge random card from discards: Flensing Jelly
"
Hand: Acid Arrow, Instant Armor, Laboratory Coat, Alchemist's Fire, Liquid Ice, Alchemical Glue, Elixir of Focus,
Displayed: Liquid Courage, Elixir of Energy Resistance,
Deck: 5 Discard: 8 Buried: 0
Current Location: Ghol-Gan Ruins
Hero Points: 4
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Acid Arrow: On a distant combat check, recovery to add 2d4 and the Acid, Attack, and Magic traits.
Instant Armor: When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Middle of Deck (Unknown Order): Elixir of Healing, Fire Lance
Recharged: Gentleman Explorer, Potion of Fortitude, Flensing Jelly (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of the Gods
Location: Widowmaker Isle
Location Power:For each ally in your discard pile, the difficulty of your checks is increased by 1.
Scenario Powers:
SoT Storm: 1d6 ⇒ 1
Ship is dealt 1 Structure damage - Blocked by Jirelle
Storm Moves: 1d2 ⇒ 1
Storm stays here
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.
Acrobatics 12(9+3): 1d10 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Acrobatics - 1d10+7
Oloch's Aid - 2
Display one of Olochs weapons
Draw Blessing of Cayden Cailean from the box and discard Red Mantis Mask
Free explore from Ambush
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.
BYA Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Combat 17: 1d10 + 7 + 1d4 + 1 + 1d12 + 1d6 ⇒ (7) + 7 + (1) + 1 + (2) + (3) = 21
Combat(Acrobatics) - 1d10+7
Venomous Fighting Fan +1 - 1d4+1
Recharge - 1d12
Returning Throwing Axe (Reload) - 1d6
As the storm rolls in, another ship pulls along side us and fires a cannon blast right over our bow. With the precision of years of training, I flip my Axe and fighting fan at the Cannoneer which easily take him down. Marveled by my prowess with the blade, the ship quickly changes course and gets lost in the storm.
Reveal Blue Star to increase hand size by 1. Draw Staff of Minor Healing and use it at the start of Jirelles turn.
Reiko is healed for 1: (Red Mantis Mask). Deck shuffled.
"
Hand: Returning Throwing Axe, Shuriken +1, Blue Star, Blessing of the Quartermaster (2), Blessing of Cayden Cailean,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3C?: N
Middle of Deck (Unknown Order): Red Mantis Mask, Blessing of the Quartermaster, Double Chicken Saber +1, Impervious Chain Shirt, Dags (Daggermark Poisoner), Mr. Smee (Quartermaster), Embalming Fluid, Venomous Fighting Fan +1, The Winged Serpent, Returning Starknife, Staff of Minor Healing
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Banished top two cards from the Widowmaker Isle
Used Random Blessing 1
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of Kelizandri
Hour Power:No effect.
Location: Ghol-Gan Ruins
Location Power: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Scenario Powers: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Jirelle explores the Ghol-Gan Ruins.
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.
Combat 16 (13+3): 1d10 + 4 + 2 + 1d6 + 1 + 1d4 ⇒ (9) + 4 + 2 + (5) + 1 + (3) = 24
Melee (Finesse): 1d10+4+2
Humanbane Rapier (Reload): 1d6+1+1d4
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
Ask Oloch for his Display Power (Harpoon)
Combat 19 (16+3): 1d10 + 4 + 2 + 1d6 + 1 + 1d8 + 2 ⇒ (3) + 4 + 2 + (1) + 1 + (6) + 2 = 19
Melee (Finesse): 1d10+4+2
Captain's Cutlass (Discard): 1d6+1+1d8
Miscellaneous: Oloch's Display Power: 2
Attempting to close location
Ask Reiko for her Blessing of the Quartermaster
Strength 8 (5+3): 1d10 + 4 - 4 + 1d10 ⇒ (2) + 4 - 4 + (4) = 6
Dexterity: 1d10+4
Gem of Physical Prowess (Dexterity): -4
Bless: 1d10
Use a Hero Point (2 to 1 remaining)
Strength 8 (5+3): 1d10 + 4 - 4 + 1d10 ⇒ (5) + 4 - 4 + (10) = 15
Dexterity: 1d10+4
Gem of Physical Prowess (Dexterity): -4
Bless: 1d10
Location closed, both Jirelle and Cogsnap move to Widowmaker Isle
Fishpork continues to track the crew down with his undead. They just can't seem to escape the giant's path! Jirelle once again carves multiple wounds into the large creature's sides, clearing a path for everyone to join together at Widowmaker Isle for the final stand.
Hand: Humanbane Rapier, Bloodcrow Rapier, Spyglass (Core), Mouse (Ghost), Burglar (Rot), Monkey,
Displayed: Studded Leather Armor,
Deck: 6 Discard: 5 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Burglar - Add 1d6 to local check to defeat a barrier
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): The Demon's Lantern, Menacing Backsword +1, Sands of the Hour
Recharged: Naval Hero (Silvertongue), Priest of Abadar (Gates), Gem of Physical Prowess,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Defeated Card 1 of Ghol-Gan Ruins (Scurvy Zombie)
- Used Oloch's Display Power (Harpoon)
- Used Reiko's Blessing of the Quartermaster
- Used a Hero Point (now 1 remaining)
- Discarded Captain's Cutlass
- Recharged Gem of Physical Prowess
Cogsnap Z. |
It is the hour of Achaekek
Move to: Widowmaker Isle
Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1. (currently have 1 ally in my discard pile)
Free exploration
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.
Arcane 5+1=6: 1d10 + 3 ⇒ (10) + 3 = 13
Discard Blessing of Pharasma to explore
SS
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Send Acid Arrow to Recovery
Combat 12+1=13, 2 Oloch weapons: 1d10 + 3 + 2d4 + 4 ⇒ (1) + 3 + (1, 3) + 4 = 12
Spend Hero Point to reroll - 3 hero points remaining
Combat 12+1=13, 2 Oloch weapons: 1d10 + 3 + 2d4 + 4 ⇒ (10) + 3 + (1, 3) + 4 = 21 Acid Arrow has the Magic trait so the Ghost is banished
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Instant Armor. Cogsnap Goodies are Tot Flask and Potion of Healing. Choose Tot Flask.
Play Tot Flask, sending Alchemical Glue to Recovery, to search deck for Elixir of Healing and draw it, then shuffle deck.
Play Elixir of Healing, sending Alchemist's Fire to Recovery, to heal self
Healing: 1d4 + 1 ⇒ (1) + 1 = 2
Play Elixir of Healing, sending Lab Coat to Recovery, to heal self
Healing: 1d4 + 1 ⇒ (4) + 1 = 5
End turn
Recovery Phase:
Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
Note that one ally in discards was healed, so the location power no longer applies.
Recharge Acid Arrow? Arcane 6: 1d10 + 3 ⇒ (8) + 3 = 11
Recharge Alchemical Glue? Craft 9: 1d10 + 4 ⇒ (4) + 4 = 8
Recharge Alchemist's Fire? Craft 7: 1d10 + 4 ⇒ (10) + 4 = 14
Lab Coat goes to discards
Reset Hand
"
Hand: Elixir of Healing, Liquid Ice, Elixir of Focus, Tot Flask, Acid Flask (Classic), Potion of Fortitude, Anesthetizing Slime, The Inquisitor,
Displayed: Liquid Courage, Elixir of Energy Resistance,
Deck: 9 Discard: 5 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Elixir of Healing: available for local healing
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Potion of Fort: local character auto-succeeds a Fort check
Inquisitor: bless, ignoring immunities and resistances
Middle of Deck (Unknown Order): Blessing of Pharasma, Flensing Jelly (Core), Gentleman Explorer, Powder Keg, Fire Lance, Instant Armor, Blessing of Hshurha
Recharged: Acid Arrow, Alchemist's Fire,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster |
Out of Turn Updates: Draw cards back into hand
Turn - Hour:Pharasma
Hour Power:
SOT: Storm: 1d6 ⇒ 4
-Magic Chain Mail, Humanbane X Bow, Harpoon
Move: 1d6 ⇒ 6
Give Card: None
Move: XX -> YY
Location Powers: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Explore: Selissa
BYA Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Shock Glaive
Blessing + Elixir of Focus
Wis 10: 2d8 + 1d4 ⇒ (4, 7) + (3) = 14
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Oloch resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
TColMaster |
DEVELOPMENT
As you ready your blade to slay Selissa, she doesn’t hiss a sibilant warning; instead, she submits and yields her half of the map. She’s smart enough to hold her tongue. You and yer crew now know where to find the Devil’s Deception, the last ship that carried Jalhalzar’s Wheel. Oh, and you’ve even got the key to open its hold! Of course, you’ll need to figure out some other minor details, like how yer gonna buy enough potions of water breathing to search down there at the bottom of the sea, but that can wait for later. The next leg of yer journey should be easy, as long as no one else is looking for that ship. Sure, it’s possible that someone or something might have sunk it. And it’s just as likely that whoever or whatever sent it to Besmara’s watery depths might want to keep it. And they might be eternally prowling beneath the waves to kill whoever approaches it, but other than that, finding that ship should be easy! You’ve made it this far, so we’re certain that nothing, but nothing could possibly go wrong.
REWARDS
Each character gains a card feat.
Monkey (Ally 3)
Blessing of Milani (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Hshurha (Blessing 2)
Alchemical Glue (Item 1)
Powder Keg (Item 3)
Potion of Fortitude (Item B)
Instant Armor (Spell B)
Humanbane Crossbow +2 (Weapon 3)
Harpoon (Weapon B)
Sap (Weapon B)
TColMaster |
0-3D: GOING UNDER
Something has gone horribly wrong. As your ship inexorably draws closer to the location marked on the map you’ve pieced together, you see signs that your crew has been getting a bit… nervous. At least once an hour, someone leans over the side of the ship and shouts excitedly about a shadowy f igure in the water. Each time, the rest of the crew rushes to the gunwales to f ind… nothing at all. Mayhaps it was just an illusion.
As day passes into night, your weaker-willed companions are reporting visions of stranger things, mysterious sights no other sailors can confirm. By the time you reach your designated destination, some of your mates have even begun to disregard your orders, almost as though they’re taking their commands from someone… or something… else.
As if on command, one of your crewmen stops moving completely. He stares straight ahead at the ocean, muttering warnings to any who will listen. “One should be wary of what stirs up from the lightless depths,” he intones, almost as though someone else is speaking through him. “You have entered the realm of Uthiggmaru. Turn back, while you still can.”
Seconds later, another scream issues from the forecastle of the ship. A terrif ied sailor has sighted a hideous aquatic aberration. The beastie rises from the water long enough to aff ix your crew with a baleful glare before sinking beneath the waves again.
Aye, yer not alone here. Mayhaps whatever sank the Devil’s Deception, the ship with Jalhazar’s Wheel, doesn’t want to abandon his treasure. Perhaps you’ll have to fight him for it… if you can find him.
And that’s going to be the hardest part: You’ll have to search underwater for that sunken ship. Who knows what horrors await you beneath the waves? Once you start searching through forsaken coves, sea caves, and shipwreck graveyards, you’ll awaken all sorts of species that don’t like to be disturbed by the surface world. Find Uthiggmaru’s sunken ship, but be quick about it. Wonders and terrors await you in the waters below.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
Scenario Level (#): 3
Turn: 0, Oloch/tcolmaster01
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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 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:
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 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:
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 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapons
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:
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 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
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:
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.
Spells
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
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 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
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.
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:
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
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
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
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 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.
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:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
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 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:
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
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
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 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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 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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Jirelle - The Chu |
Jirelle starts at the Shipwreck Graveyard.
Although the floating wooden carcasses of downed ships cover the area, Jirelle is confident in her ability to steer the Thresher through the wreckage with minimal impact on the ship.
Hand: Gem of Physical Prowess, Spyglass (Core), Gang Enforcer (Jaws), Mouse (Ghost), Priest of Abadar (Gates), Blessing of the Midnight Lord,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Gang Enforcer - Add 1d4 to local check to acquire
* Priest of Abadar - Add 1d6 to local check to acquire
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): The Demon's Lantern, Bloodcrow Rapier, Blessing of Zon-Kuthon, Blessing of Abadar, Naval Hero (Silvertongue), Brine's Sting, Menacing Backsword +1, Humanbane Rapier, Studded Leather Armor, Blessing of the Spy, Captain's Cutlass, Burglar (Rot), Sands of the Hour
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
TColMaster Oloch |
Starting Location: Sea Caves
"
Hand: Voidglass Armor, Banner of the Ancient Kings, Shock Glaive, Orison 3, Orison 2,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Wormsmyte, Deathgrip, Urgathoa's Gluttony, Prayer 1, Half-Plate, Prayer 2, Battleaxe, Cruel Longsword, Divine Insight, Dragonbane Greataxe, Magic Chain Mail, Ricketey Hake, Gorum's Iron, Giantbane Greataxe
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
Cogsnap Z. |
Start: Riptide Cove
"
Hand: Poisoned Sand Tube, Laboratory Coat, Canteen, Elixir of Focus, Liquid Courage, Anesthetizing Slime, Flensing Jelly (Core), Blessing of the Elements,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Riptide Cove
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.
Middle of Deck (Unknown Order): Deathtrap in a Jar, Acid Flask (Classic), Alchemist's Fire, Farglass, Prayer, Elixir of Healing, Fire Lance, The Inquisitor, Acid Arrow, The Uprising, Liquid Ice
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Reiko - Gimry |
"
Hand: Shuriken +1, Returning Starknife, Staff of Minor Healing, Blessing of the Quartermaster (2),
Displayed: Impervious Chain Shirt,
Deck: 14 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Embalming Fluid, Galvanic Chakram +1, Blessing of the Quartermaster, The Winged Serpent, Red Mantis Mask, Lady Agasta Smythee, Returning Throwing Axe, Double Chicken Saber +1, Archie (Archer), Bloodroot Poison, Mr. Smee (Quartermaster), Venomous Fighting Fan +1, Blue Star, Good Omen
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
Scenario Level (#): 3
Turn: 1, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
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 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 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.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
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.
Barriers
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
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:
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:
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 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.
Weapons
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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 B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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 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 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 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 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 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.
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 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
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 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 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
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.
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 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Allies
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:
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:
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:
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
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
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
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
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
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, Jirelle/TheChu, None
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
Henchman 2
Type: Monster
Traits:
Undead
Mummy
Aquatic
To Defeat:
Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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
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
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 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
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.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
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
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
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
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
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
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
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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.
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
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
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Location #4: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/AbrahamZ., None
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
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
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
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
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
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
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
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.
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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
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
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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
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
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
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
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
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:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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
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.
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of Besmara
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
Scenario Powers:
I meant to say I was starting at the Fog Bank. Either way, I'll move there at the start of my turn
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.
Combat 12(9+3): 1d10 + 6 + 1d4 + 1 + 1d8 ⇒ (5) + 6 + (1) + 1 + (2) = 15
Combat(Ranged) - 1d10+6
Returning Starknife - 1d4+1
Sneak Attack - 1d8
Recharge Shuriken for Sneak Attack
Discard Quartermaster to explore again
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.
Combat 9: 1d10 + 6 + 1d4 + 1 + 1d4 ⇒ (4) + 6 + (3) + 1 + (3) = 17
Combat(Ranged) - 1d10+6
Returning Starknife - 1d4+1
Reload - 1d4
Use Staff of Minor Healing
Reiko has all cards in her discard pile healed: (Blessing of the Quartermaster (2)). Deck shuffled.
Anxious to find this ship and get out of here, I head over to a bank of fog figuring if something goes wrong I'll be able to make quick escape.
"
Hand: Double Chicken Saber +1, Shuriken +1, Venomous Fighting Fan +1, Red Mantis Mask, Blessing of the Quartermaster (2),
Displayed: Impervious Chain Shirt,
Deck: 13 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Galvanic Chakram +1, Archie (Archer), Blessing of the Quartermaster, Staff of Minor Healing, Embalming Fluid, Returning Throwing Axe, Bloodroot Poison, Mr. Smee (Quartermaster), Good Omen, Blue Star, Lady Agasta Smythee, Returning Starknife, The Winged Serpent
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Moved to Fog Bank
Banished top 2 cards of the Fog Bank
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of the Gods
Hour Power:No effect.
Location: Shipwreck Graveyard
Location Power: At the start of your turn, succeed at a Wisdom or Survival 5 check of your ship is dealt 1d4 Structural damage.
Scenario Powers: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
SoT Survival 5: 1d8 + 3 ⇒ (2) + 3 = 5
Survival: 1d8+3
Jirelle explores the Shipwreck Graveyard.
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.
Auto-fail, structural damage is negated by Jirelle, Lookout Duty is placed on top of deck
Discarding Spyglass to examine top 2 cards of locations deck: Lookout Duty, The Ancient Mariner. Place The Ancient Mariner on top of the deck
The first thing the crew needs to finish up is lookout duty for any flotsam that could damage the ship. During her rotation, Jirelle peeks into her spyglass and sees an aquatic guardian patrolling the area. All she needs now is a weapon...
Hand: Gem of Physical Prowess, Gang Enforcer (Jaws), Mouse (Ghost), Priest of Abadar (Gates), Blessing of Abadar, Blessing of the Midnight Lord,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Gang Enforcer - Add 1d4 to local check to acquire
* Priest of Abadar - Add 1d6 to local check to acquire
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): Naval Hero (Silvertongue), Studded Leather Armor, Bloodcrow Rapier, Captain's Cutlass, Brine's Sting, Blessing of the Spy, Menacing Backsword +1, The Demon's Lantern, Sands of the Hour, Blessing of Zon-Kuthon, Humanbane Rapier, Burglar (Rot)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Failed to defeat Card 1 of Shipwreck Graveyard (Lookout Duty)
- Examined top two cards of locations deck and ordered them: The Ancient Mariner, Lookout Duty
- Discarded Spyglass
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
Scenario Level (#): 3
Turn: 3, Cogsnap/AbrahamZ.
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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 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 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 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Barriers
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 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 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 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:
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:
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:
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:
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 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
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
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
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 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
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 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 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
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:
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:
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.
Allies
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
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:
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:
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:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 27
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu,
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
Henchman 2
Type: Monster
Traits:
Undead
Mummy
Aquatic
To Defeat:
Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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
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
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 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
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.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
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
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
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
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
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
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
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Reiko/Gimry, None
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.
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
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
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Location #4: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/AbrahamZ., None
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
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
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
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
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
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
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
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.
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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
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
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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
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
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
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
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
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:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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
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.
Cogsnap Z. |
It is the hour of the Gods
Location Power: 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.
Free exploration
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.
Str 6: 1d6 ⇒ 1
Display Liquid Courage and Canteen
Discard Blessing of the Elements to explore
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.
Play Elixir of Focus, sending Slime to Recovery
Cha 6: 1d6 + 1d10 + 4 ⇒ (1) + (8) + 4 = 13
Cha 6: 1d6 + 1d10 + 4 ⇒ (4) + (3) + 4 = 11
Send Jelly to Recovery to explore
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Banish Elixir of Focus, instead of sending it to Recovery, display it on Canteen.
Con 5+3=8, 1 Oloch card: 1d6 + 1d10 + 4 + 2 ⇒ (5) + (5) + 4 + 2 = 16
Plunder: 1d6 ⇒ 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.
When Closing: Summon and defeat the henchman Riptide Grindylow.
SS-1 henchman (monster)
Aberration, Goblin, Aquatic
Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Send Poisoned Sand Tube to Recovery
Combat 11, Jelly, 1 Oloch card: 1d10 + 2 + 2d8 + 1d4 + 2 ⇒ (2) + 2 + (7, 7) + (4) + 2 = 24
Tube AYA - suffer 1 Poison dmg - reveal Lab Coat to reduce by 1 to 0.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Sailor. Cogsnap Goodies are Potion of the Ocean (Item 3) and Potion of Fortitude. Choose Potion of the Ocean.
Potion of the Ocean
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Riptide Cove is closed
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck. - none of the remaining boons in the location are interesting.
Reveal Surgeon to heal a random card - Blessing of the Elements - then recharge Surgeon.
End turn
Recovery Phase: Slime, Jelly, and Tube all go to Discards
Reset Hand
At the start of Oloch's turn:
Play Elixir of Healing to heal self, sending Alchemist's Fire to Recovery
Healing: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge Alchemist's Fire? Craft 7: 1d10 + 4 ⇒ (3) + 4 = 7
"
Hand: Acid Arrow, Laboratory Coat, Potion of the Ocean, Liquid Ice, Acid Flask (Classic), Elixir of Healing, The Inquisitor,
Displayed: Liquid Courage, Canteen, Elixir of Focus,
Deck: 12 Discard: 0 Buried: 0
Current Location: Riptide Cove
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Elixir of Healing - local healing available
Acid Arrow: On a distant combat check, recovery to add 2d4 and the Acid, Attack, and Magic traits.
Inquisitor: bless, ignoring immunities and resistances
Middle of Deck (Unknown Order): Anesthetizing Slime, Blessing of the Elements, Sailor, Deathtrap in a Jar, The Uprising, Flensing Jelly (Core), Farglass, Surgeon, Prayer, Poisoned Sand Tube, Fire Lance
Recharged: Alchemist's Fire,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster |
Out of Turn Updates: Draw cards back into hand
Turn - Hour:BotG
Hour Power:
SOT: Fort 6: 1d8 + 3 ⇒ (8) + 3 = 11
-Display Banner of the ANcient Kings
Display Voidglass Armor
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Explore: Detect Magic
Autoacquire
-Discard it to examine top card of location deck - Not Magic, cannot explore
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Detect Magic Divine 4: 1d8 + 2 ⇒ (1) + 2 = 3
Oloch resets their hand.
[u]Summary[/u]
Acquired: Detect Magic
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Cruel Longsword, Prayer 2, Shock Glaive, Orison 3, Orison 2,
Displayed: Banner of the Ancient Kings, Voidglass Armor,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Ricketey Hake, Urgathoa's Gluttony, Wormsmyte, Dragonbane Greataxe, Gorum's Iron, Magic Chain Mail, Divine Insight, Giantbane Greataxe, Half-Plate, Battleaxe, Prayer 1, Deathgrip
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
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 B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
Scenario Level (#): 3
Turn: 5, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
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 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 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 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:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
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:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
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
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. 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 13 check. If you succeed, recharge this card; if you fail, discard 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
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
Arcane
Basic
To Acquire:
Intelligence
Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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 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
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 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 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
SS
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
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
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 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
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 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.
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
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
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.
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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu,
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
Henchman 2
Type: Monster
Traits:
Undead
Mummy
Aquatic
To Defeat:
Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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
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
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 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
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.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
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
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
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
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
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
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Reiko/Gimry, None
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.
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
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
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/AbrahamZ., None
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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
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
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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
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
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
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
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
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:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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
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.
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of Achaekek
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
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.
Constitution 5: 1d6 + 1d6 ⇒ (6) + (1) = 7
Constitution - 1d6
Blessed - 1d6
Recharge Quartermaster to bless
This fog makes things impossible to see! However, I must continue onward.
"
Hand: Double Chicken Saber +1, Shuriken +1, Venomous Fighting Fan +1, Red Mantis Mask, Blessing of Kelizandri,
Displayed: Impervious Chain Shirt,
Deck: 14 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Available Support:Blessing of Kelizandri adds 2 dice when invokes Aquatic
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Blessing of the Quartermaster, The Winged Serpent, Bloodroot Poison, Blue Star, Good Omen, Mr. Smee (Quartermaster), Returning Starknife, Archie (Archer), Lady Agasta Smythee, Embalming Fluid, Galvanic Chakram +1, Staff of Minor Healing, Returning Throwing Axe
Recharged: Blessing of the Quartermaster (2),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Acquired Card 1 of the Fog Bank
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of Cayden Cailean
Hour Power:No effect.
Location: Shipwreck Graveyard
Location Power: At the start of your turn, succeed at a Wisdom or Survival 5 check of your ship is dealt 1d4 Structural damage.
Scenario Powers: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
SoT Survival 5: 1d8 + 3 ⇒ (4) + 3 = 7
Survival: 1d8+3
Jirelle moves to Coastline and explores.
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.
Wisdom 3: 1d8 ⇒ 1
Wisdom: 1d8
Discarding Gang Enforcer to explore again
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.
Survival 7: 1d8 + 3 ⇒ (3) + 3 = 6
Survival: 1d8+3
Needing some time to rummage for something she can use in combat, Jirelle steers the ship toward the coastline. She sends Jaws out to see what he might find out on the shore, but he comes back empty-handed. However, she does manage to find the fabled Brine's Sting on loan for this trek. She only wished she could keep the beauty afterward...
Hand: Brine's Sting, Gem of Physical Prowess, Mouse (Ghost), Priest of Abadar (Gates), Blessing of Abadar, Blessing of the Midnight Lord,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Priest of Abadar - Add 1d6 to local check to acquire
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): Naval Hero (Silvertongue), Humanbane Rapier, The Demon's Lantern, Bloodcrow Rapier, Menacing Backsword +1, Burglar (Rot), Blessing of the Spy, Blessing of Zon-Kuthon, Captain's Cutlass, Studded Leather Armor, Sands of the Hour
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Moved to Coastline
- Failed to acquire Card 1 and 2 of Coastline (Instant Armor, Astrolabe)
- Discarded Gang Enforcer
Cogsnap Z. |
It is the hour of Abadar
Move to: Shipwreck Graveyard
Location Power: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
My understanding is that Jirelle has placed Lookout Duty beneath the Ancient Mariner, so Cogsnap can encounter the Mariner without first going through the Lookout Duty. If that's incorrect I'll have to retcon.
Free exploration
SS
Henchman 2
Type: Monster
Traits:
Undead
Mummy
Aquatic
To Defeat:
Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Play Potion of the Ocean to auto-succeed the Combat check ot defeat the bane (due to its aquatic trait), sending Liquid Ice to Recovery
Shipwreck Graveyard - When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
Plunder: 1d6 ⇒ 6 Choose Spell
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.
Arcane 8, 2 Oloch cards: 1d10 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Shipwreck Graveyard - When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
Structural dmg: 1d4 ⇒ 4 Discard Acid Arrow, Geyser, The Inquisitor, and Lab Coat
Shipwreck Graveyard is closed.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Potion of the Ocean. Cogsnap Goodies are Potion of the Ocean 2 and Potion of Heroism. Choose Potion of the Ocean 2.
Play Elixir of Healing, sending Potion of the Ocean 2 to Recovery
Healing on Self: 1d4 + 1 ⇒ (3) + 1 = 4
End turn
Recovery Phase:
Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
Recharge Liquid Ice? Craft 11, 1 Oloch card: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Recharge Potion of the Ocean 2? Craft 11, 2 Oloch cards: 1d10 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Reset Hand
"
Hand: Poisoned Sand Tube, Geyser, Acid Flask (Classic), Elixir of Healing, Alchemist's Fire, Prayer, The Inquisitor, The Uprising,
Displayed: Liquid Courage, Canteen, Elixir of Focus,
Deck: 11 Discard: 2 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Elixir of Healing - local healing available
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Inquisitor: bless, ignoring immunities and resistances
Middle of Deck (Unknown Order): Potion of the Ocean, Anesthetizing Slime, Farglass, Acid Arrow, Flensing Jelly (Core), Blessing of the Elements, Sailor, Surgeon, Fire Lance, Deathtrap in a Jar
Recharged: Potion of the Ocean 2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster Oloch |
Out of Turn Updates: Draw cards back into hand
Turn - Hour: BotG
Hour Power:
SOT: Fort 6: 1d8 + 3 ⇒ (5) + 3 = 8
Give Card: None
Move: XX -> YY [/At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Explore: Constrictor Snake
Shock Glaive
Combat 11: 1d12 + 1d10 + 1d4 + 5 ⇒ (3) + (8) + (3) + 5 = 19
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Oloch resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Constrictor Snake
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Cruel Longsword, Prayer 2, Shock Glaive, Orison 3, Orison 2,
Displayed: Banner of the Ancient Kings, Voidglass Armor,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Magic Chain Mail, Wormsmyte, Ricketey Hake, Divine Insight, Prayer 1, Battleaxe, Urgathoa's Gluttony, Gorum's Iron, Dragonbane Greataxe, Half-Plate, Giantbane Greataxe, Deathgrip
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
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.
Scenario Level (#): 3
Turn: 9, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
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.
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:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
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 B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
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 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 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.
Weapons
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:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite
To Acquire:
Strength
Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; 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:
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:
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.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
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 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 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.
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:
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 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
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
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:
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 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.
SS
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
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 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:
Tool
Basic
To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Allies
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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
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 B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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
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
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
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
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
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
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 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
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.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
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
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
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
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
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, None
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
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
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/AbrahamZ., None
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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
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
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu, None
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
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
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
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
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:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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
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.
Cogsnap Z. |
Minor retcon: on Cogsnap's turn, when ship takes 4 structural dmg Jirelle reduces by 1 so only 3 cards need to be discarded. Put Lab Coat back in my hand. This also means I would have drawn one fewer card at reset - randomly returning Poisoned Sand Tube to my deck.
"
Hand: Geyser, Laboratory Coat, Acid Flask (Classic), Elixir of Healing, Alchemist's Fire, Prayer, The Inquisitor, The Uprising,
Displayed: Liquid Courage, Canteen, Elixir of Focus,
Deck: 12 Discard: 1 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Elixir of Healing - local healing available
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Inquisitor: bless, ignoring immunities and resistances
Middle of Deck (Unknown Order): Potion of the Ocean, Flensing Jelly (Core), Anesthetizing Slime, Poisoned Sand Tube, Fire Lance, Surgeon, Acid Arrow, Blessing of the Elements, Deathtrap in a Jar, Sailor, Farglass
Recharged: Potion of the Ocean 2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
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.
Scenario Level (#): 3
Turn: 9, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
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.
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 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:
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
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 B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
SS
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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 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.
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.
Spells
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 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
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
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 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.
Armors
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:
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 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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.
Items
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
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:
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 B
Traits:
Object
Liquid
Basic
To Acquire:
Constitution
Fortitude 7
OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Allies
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
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 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:
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 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.
Blessings
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
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
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 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
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: 21
Hourglass
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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/AbrahamZ.,
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
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
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
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
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
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, None
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
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
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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
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
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu, None
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
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
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
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
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:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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
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.
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of the Gods
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle 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.
Wisdom 6: 1d6 ⇒ 3
Wisdom - 1d6
"
Hand: Double Chicken Saber +1, Shuriken +1, Venomous Fighting Fan +1, Red Mantis Mask, Blessing of Kelizandri,
Displayed: Impervious Chain Shirt,
Deck: 14 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Available Support:Blessing of Kelizandri adds 2 dice when invokes Aquatic
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Blue Star, Archie (Archer), Galvanic Chakram +1, Lady Agasta Smythee, Bloodroot Poison, Returning Starknife, Staff of Minor Healing, Embalming Fluid, Good Omen, Blessing of the Quartermaster, Mr. Smee (Quartermaster), The Winged Serpent, Returning Throwing Axe
Recharged: Blessing of the Quartermaster (2),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Banished Card 1 of the Fog Bank
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of Erastil
Hour Power:No effect.
Location: Coastline
Location Power: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Scenario Powers: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
Jirelle explores the Coastline.
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.
Fortitude 6: 1d6 + 2 ⇒ (4) + 2 = 6
Fortitude: 1d6+2
Discarding Priest of Abadar to explore again
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.
Constitution 7: 1d6 + 1d4 + 2d6 ⇒ (6) + (2) + (6, 3) = 17
Constitution: 1d6
Priest of Abadar (Gates) (Discard): 1d4
Double Bless (Blessing of the Midnight Lord): 2d6
With her borrowed weapon in hand, Jirelle sends Gates out to search the coast further. He comes back with an enchanted buckler, but no additional information. His outing did reveal another leak on the ship, which was quickly patched up before affecting the vessel.
Hand: Brine's Sting, Bloodcrow Rapier, Magic Buckler, Gem of Physical Prowess, Mouse (Ghost), Blessing of Abadar,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Coastline
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): Menacing Backsword +1, Blessing of the Spy, Studded Leather Armor, Blessing of Zon-Kuthon, Captain's Cutlass, Burglar (Rot), Sands of the Hour, The Demon's Lantern, Naval Hero (Silvertongue), Humanbane Rapier
Recharged: Blessing of the Midnight Lord,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Acquire Card 1 of Coastline (Magic Buckler)
- Defeated Card 2 (Taking On Water)
- Discarded Priest of Abadar
- Recharged Blessing of the Midnight Lord
TColMaster |
COGSNAP EMERGENCY GOODIES.
SS Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it. Banish this card to defeat a barrier that has the Task trait.
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 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 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.
TColMaster |
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.
Cogsnap Z. |
Off turn:
On Cogsnap's last turn, the Structural dmg from the ship should have been reduced by 1 more (1 from Jirelle and 1 from Thresher), meaning he would have only discarded two cards - returning The Inquisitor to his hand. This means he would have drawn one less card at reset - randomly this would be: The Inquisitor (ha!), which means that the hand stays exactly the same.
It is the hour of Gozreh
Move to: Mancatcher Cove
Location Power: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Free exploration
SS
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Play Alchemist's Fire, displaying it on Canteen instead of banishing to Recovery
Combat 10: 1d8 + 3 + 2d6 + 1d6 ⇒ (1) + 3 + (1, 4) + (2) = 11
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Geyser. Cogsnap Goodies are Potion of Glibness and Rum Bottle. Choose Potion of Glibness.
Discard Prayer to examine, then explore, the location
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.
Play Potion of Glibness to auto-succeed the Diplomacy check, sending Potion of Glibness to Canteen instead of Recovery.
Discard Sailor 2 to explore
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS-B henchman (monster)
Traits:
Animal
Aquatic
Veteran
Check 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.
Play Acid Flask, sending Lab Coat to Recovery
BYA Hammerhead Shark, Combat 9+3=12: 1d8 + 3 + 2d6 + 1d6 ⇒ (4) + 3 + (3, 2) + (6) = 18
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard The Inquisitor. Cogsnap Goodies are Rum Bottle and Potion of Fortitude. Choose Potion of Fortitude.
Play Acid Flask, sending Potion of Fort to Recovery
Ormandar Combat 16, 2 Oloch cards: 1d8 + 3 + 2d6 + 1d6 + 4 ⇒ (5) + 3 + (3, 3) + (1) + 4 = 19
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard The Uprising. Cogsnap Goodies are Rum Bottle and Potion of Fort. Choose Potion of Fort 2.
Play Acid Flask, sending Elixir of Healing to Recovery
AYA Hammerhead Shark, Combat 9+3=12: 1d8 + 3 + 2d6 + 1d6 ⇒ (3) + 3 + (5, 1) + (6) = 18
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Potion of Fortitude 2. Cogsnap Goodies are Liquid Ice and Potion of Heroism. Choose Potion of Heroism.
When Closing: Summon and defeat the henchman Sea Devil.
SS-2 henchman
Merfolk
Aquatic
Check to defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Play Acid Flask, sending it to Canteen instead of Recovery
Close check Sea Devil, Combat 13, 1 Oloch card: 1d8 + 3 + 2d6 + 1d6 + 2 ⇒ (5) + 3 + (3, 5) + (2) + 2 = 20
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Potion of Heroism. Cogsnap Goodies are Potion of Fort and Alchemical Glue. Choose Potion of Fort 3.
Mancatcher Cove is closed.
Mancatcher Cove When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Play Potion of Fortitude 3, sending it to Canteen instead of Recovery, to auto-succeed Fort check.
End turn
Recovery Phase:
Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
Lab Coat goes to discards
Recharge Potion of Fort? Craft 6, 1 Oloch card: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Recharge Elixir of Healing? Craft 6, 1 Oloch card: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Recharge Potion of Fort 2? Craft 6: 1d10 + 4 ⇒ (4) + 4 = 8
Reset Hand
At the start of Oloch's turn: reveal Surgeon to heal self 1 card, then recharge Surgeon.
Turn Summary:
* Cove is closed
"
Hand: Fire Lance, Acid Arrow, Potion of the Ocean, Anesthetizing Slime, Sailor, Flensing Jelly (Core), Blessing of the Elements,
Displayed: Liquid Courage, Canteen, Elixir of Focus, Alchemist's Fire, Potion of Glibness, Acid Flask (Classic), Potion of Fortitude 3,
Deck: 9 Discard: 7 Buried: 0
Current Location: Mancatcher Cove
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Acid Arrow: On a distant combat check, recovery to add 2d4 and the Acid, Attack, and Magic traits.
Middle of Deck (Unknown Order): Potion of Fortitude, Elixir of Healing, Poisoned Sand Tube, Potion of the Ocean 2, Potion of Fortitude 2, Laboratory Coat, Farglass, Deathtrap in a Jar
Recharged: Surgeon,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
TColMaster Oloch |
Out of Turn Updates: Draw cards back into hand
Turn - Hour:BotG
Hour Power:
SOT: Fort 6: 1d8 + 3 ⇒ (5) + 3 = 8
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Explore: Shock Musket +1
Autofail Check
Discard Prayer 2 to explore
Uthiggmaru
TColMaster Oloch |
BYA - Blackwater Charda
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Cold Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Recharge Voidglass Armor
Shock Glaive, Displayed Banner, Orison
Combat 15: 2d12 + 1d10 + 1d4 + 6 ⇒ (4, 11) + (1) + (2) + 6 = 24
Shock Glaive, Displayed Banner, Orison
Villain Combat 16: 2d12 + 1d10 + 1d4 + 6 ⇒ (9, 1) + (7) + (4) + 6 = 27
Location closed by beating Villain.
Oloch ends their turn.
Oloch attempts to recover all cards in their Recovery pile.
Oloch resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Cruel Longsword, Divine Insight, Shock Glaive, Half-Plate, Wormsmyte,
Displayed: Banner of the Ancient Kings,
Deck: 10 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
Other: Hi I'm Oloch! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Dragonbane Greataxe, Battleaxe, Ricketey Hake, Gorum's Iron, Urgathoa's Gluttony, Prayer 1, Magic Chain Mail, Giantbane Greataxe, Deathgrip
Recharged: Voidglass Armor,
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee +1
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Light Armors | Heavy Armors | Weapons | Divine
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check. Return the displayed cards to your hand before you reset it ([X] and at the start of your turn).
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1 (☐+2) (☐+3) random cards from her discard pile into her deck, then discard the card you revealed.
☐ When you encounter an ally, you may banish it and immediately explore again.
☐ You may automatically succeed at your check to acquire (☐ or recharge) a card that has the Healing trait.
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
TColMaster |
During This Adventure:
During This Scenario:
Additional Rules: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
COMMANDING SHIP
THRESHER
Henchman
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled. If defeated, you may immediately attempt to close the location this henchman came from. After you act, Fishpork deals 1 Structural damage to your ship.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
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: 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: 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.
Scenario Level (#): 3
Turn: 13, Reiko/Gimry
Ship 1
Traits:
To Defeat:
Wisdom
Survival 6
OR Charisma
Diplomacy 8
When Encountering This Ship:
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
When Commanding This Ship:
You may discard a card from the blessings deck to explore your location_
:
Monsters
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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
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 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 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.
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:
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:
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 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:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Weapons
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:
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 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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 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 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 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 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.
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 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:
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:
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:
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 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 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 B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
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:
Accessory
Swashbuckling
Basic
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Allies
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:
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 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
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:
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.
Blessings
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 17
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0
Location #1: Shipwreck Graveyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Sea Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/tcolmaster01, None
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Reiko/Gimry, None
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 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
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
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
SS
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/AbrahamZ., None
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/TheChu, None
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
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
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.
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
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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
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.
Reiko - Gimry |
========================
Reiko starts her turn.
Hour: Blessing of the Gods
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
Scenario Powers:
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.
Dexterity 8: 1d10 + 4 ⇒ (6) + 4 = 10
Dexterity - 1d10+4
Draw a new blessing for defeating a barrier ->Blessing of Kelizandri. Discard Shuriken
Discard Kelizandri to explore again
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.
Acrobatics 9: 1d10 + 7 + 1d8 ⇒ (4) + 7 + (6) = 17
Acrobatics - 1d10+7
Sneak Attack - 1d8
Recharge Mask for Sneak Attack
Draw a new blessing for defeating a barrier ->Blessing of Erastil. Discard Chicken Saber
As I continue deeper into the fog, years of training snap into action as I sense the area covered in traps. With no way to easily disarm them, I deliberately set them off and deftly get out of the way of the incoming projectiles.
"
Hand: Returning Starknife, Venomous Fighting Fan +1, Lady Agasta Smythee, Blessing of Kelizandri, Blessing of Erastil,
Displayed: Impervious Chain Shirt,
Deck: 13 Discard: 3 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Available Support:Blessing of Kelizandri adds 2 dice when invokes Aquatic
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Galvanic Chakram +1, Mr. Smee (Quartermaster), The Winged Serpent, Returning Throwing Axe, Bloodroot Poison, Staff of Minor Healing, Blessing of the Quartermaster, Embalming Fluid, Good Omen, Blue Star, Archie (Archer)
Recharged: Blessing of the Quartermaster (2), Red Mantis Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity +3
- Ranged: Dexterity +2
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Poison or Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon Poison
POWERS:
On your combat check (☑ or your Acrobatics or Stealth check), if you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 (☑ or your Charisma skill) and the Poison trait.
You may evade your encounter. (☑ Then you may either examine the top card of your location or move.)
☑ When you defeat a barrier, you may draw a new blessing then discard a card.
End of Turn Summary
Cleared top 2 cards of the Fog Bank
Acquired Random Blessing 1 and 2
Jirelle - The Chu |
========================
Jirelle starts her turn.
Hour: Blessing of the Gods
Hour Power:No effect.
Location: Coastline
Location Power: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Scenario Powers: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
Jirelle explores the Coastline.
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.
BYA Random Card from Hand: 1d6 ⇒ 6 = Blessing of Abadar
Combat 9: 1d10 + 4 + 2 + 2d4 + 2 ⇒ (4) + 4 + 2 + (1, 1) + 2 = 14
Melee (Finesse): 1d10+4+2
Brine's Sting (Reveal): 2d4+2
Blessing of Abadar is discarded
Distracted by how close the crew is to their goal, Jirelle doesn't notice a thief make off with a trinket until it's already in hand. She quickly apprehends the cur, chucking him overboard, but the bauble is already lost in a pile down in the hold. Jirelle shakes her head in self-disgust as she starts searching for the damned thing again.
Hand: Brine's Sting, Bloodcrow Rapier, Captain's Cutlass, Magic Buckler, Gem of Physical Prowess, Mouse (Ghost),
Displayed:
Deck: 10 Discard: 4 Buried: 0
Current Location: Coastline
Hero Points: 1
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Captain's Cutlass - Reduce local Combat damage by 2
* Mouse - Add 1d4 to local Dexterity or Stealth check
Movement: Move me to Mangrove Swamp or Widowmaker Isle if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!
Middle of Deck (Unknown Order): The Demon's Lantern, Menacing Backsword +1, Burglar (Rot), Studded Leather Armor, Sands of the Hour, Naval Hero (Silvertongue), Blessing of the Spy, Humanbane Rapier, Blessing of Zon-Kuthon
Recharged: Blessing of the Midnight Lord,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
- On your check that invokes Finesse, gain the skill Melee: Dexterity +2
- On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).
- Reduce Structural damage to your ship by 1.
- ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.
End of Turn Summary:
- Defeated Card 1 of Coastline (Smuggler)
- Discarded Blessing of Abadar
Cogsnap Z. |
At the end of Jirelle's turn: bury Canteen to draw all the cards on Canteen.
It is the hour of the Gods
Mancatcher Cove: At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Banish Potion of Fortitude 3 to Recovery to auto-succeed Fort 6 check.
Move to: Coastline
Location Power: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Free exploration
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.
Banish Potion of Glibness to Recovery to auto-succeed at Diplomacy 6
Discard Chanty Singer to explore
SS
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.
Play Acid Flask to use Disable, sending Alchemist's Fire to Recovery
Disable 12, 1 Oloch card: 1d8 + 5 + 2d6 + 2 ⇒ (2) + 5 + (4, 4) + 2 = 17
This henchman doesn't appear to allow you to close the location - no problem since I'd like to keep looting anyway, but interesting.
Send Jelly to Recovery to explore
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.
Con 4, 1 Oloch card: 1d6 + 2 ⇒ (1) + 2 = 3
Use paizo tshirt to reroll
Con 4, 1 Oloch card: 1d6 + 2 ⇒ (4) + 2 = 6
Chain Shirt has the Swashbuckling trait so location power allows me to explore again.
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.
Str 6: 1d6 ⇒ 6
Play Slime to explore, sending Potion of the Ocean to Recovery
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Play Fire Lance, sending it to Recovery
Combat 16, 1 Oloch card, banner: 4d8 + 1d6 + 2 + 1 ⇒ (7, 6, 2, 7) + (6) + 2 + 1 = 31
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Boarding Pike. Cogsnap Goodies are Potion of Flying and Liquid Ice. Choose Potion of Flying.
Send Slime to recovery to explore
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.
Play Elixir of Focus, sending Acid Flask to Recovery
Con 5: 1d6 + 1d10 + 4 ⇒ (6) + (4) + 4 = 14
Location is empty.
Coastline When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
Banish Sailor
Coastline is closed.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile. Recharge Sailor 2; Jirelle may recharge a Pirate/Swashbuckling card from Discards.
Send Potion of Flying to Recovery to move to Fog Bank (I don't think I can explore again, despite the card's power, because I have already closed a location).
End turn
Recovery Phase:
Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
Recharge Potion of Fortitude 3? Craft 6: 1d10 + 4 ⇒ (9) + 4 = 13
Recharge Potion of Glibness? Craft 6: 1d10 + 4 ⇒ (7) + 4 = 11
Recharge Alchemist's Fire? Craft 7: 1d10 + 4 ⇒ (10) + 4 = 14
Jelly goes to Discards
Recharge Potion of the Ocean? Craft 11: 1d10 + 4 ⇒ (1) + 4 = 5
Fire Lance goes to Discards
Slime goes to Discards
Recharge Acid Flask? Craft 7: 1d10 + 4 ⇒ (3) + 4 = 7
Recharge Potion of Flying? Craft 12: 1d10 + 4 ⇒ (2) + 4 = 6
Reset Hand
Turn Summary:
* Closed Coastline
* Jirelle can recharge a card with the Pirate or Swashbuckling trait from discards.
* Moved to Fog Bank
"
Hand: Acid Arrow, Chain Shirt, Elixir of Focus, Blessing of Kelizandri, Blessing of the Elements, Farglass, Deathtrap in a Jar, Laboratory Coat,
Displayed: Liquid Courage,
Deck: 11 Discard: 13 Buried: 1
Current Location: Fogbank
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
Middle of Deck (Unknown Order): Poisoned Sand Tube, Potion of the Ocean 2, Elixir of Healing, Potion of Fortitude, Potion of Fortitude 2
Recharged: Surgeon, Sailor 2, Potion of Fortitude 3, Potion of Glibness, Alchemist's Fire, Acid Flask (Classic),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dex +3
Ranged: Dex +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Int +1
Craft: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Weapons | Alchemical
POWERS (Role: Bloodbomber):
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.
Add 1d6 ([ ] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)
[ ] On ([ ] your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait ([ ] or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ] The first item ([ ] or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""