[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

Player Turn Order
TColMaster - Cogsnap
Gimry - Kess
Abraham Z - Shardra
The Chu - Seoni

Mythic Charges:

After you gain a mythic path card, you begin each scenario with
a number of mythic charges equal to that scenario’s adventure deck
number. Use the provided counters to track your mythic charges. If
you encounter a bane that has the Mythic trait, when it is defeated,
you get 1 charge. You may expend charges for certain powers. When
you reset your hand at the end of your turn, if you have more mythic
charges than the scenario’s adventure deck number, expend charges
down to that number.

S&S Ship Rules:

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location,
you are commanding your party’s ship. All characters at your location
are on the ship; characters at other locations are not on the ship. If
you move or are moved while commanding the ship, other characters
on the ship may choose to move with you. Effects that restrict
movement still apply—if something prevents you from moving, you
can’t move; if something is preventing another character at your
location from moving, that character cannot move with you. Any
character who does not move with you is no longer on the ship.

Whenever it is your turn, if your ship is anchored and you are
at the ship’s location, you are commanding your party’s ship; all
characters at your location are on the ship. You may not choose to
move an anchored ship. If your character moves or is moved from the
ship’s location, you are no longer on the ship or commanding it, and
other characters may not choose to move with you.
ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

Even though a ship is neither a bane nor a boon, encountering
a ship is much like encountering a bane: if you don’t evade it, you
must attempt a check to defeat it. If you succeed at all of the checks
required to defeat a ship, and your ship is not wrecked, stash a
plunder card (see Plunder Cards below). If you fail a check to defeat
a ship, it does not deal damage to your character; instead, it deals
Structural damage to your ship (see Structural Damage below).
Whether you succeed or fail to defeat a ship, unless you seize it (see
Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship,
it replaces your current ship, which is banished. Take any plunder
cards that were under your original ship and put them under your
new ship. Seizing a ship does not allow you to check it off on your
fleet card.
If your ship is anchored, and you seize another ship, that ship is
now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect
characters, and it is the only type of damage that affects ships.
Cards that reduce damage only to characters do not affect Structural
damage. If you fail a check to defeat a ship, it deals an amount of
Structural damage to your ship equal to the difference between the
difficulty to defeat the ship and your check result.

When your ship is dealt Structural damage, first apply any powers
on the ship card or other cards in play that reduce or increase that
damage. Then characters may play cards or use powers that affect
Structural damage. Finally, any character may discard any number
of cards from his hand to reduce Structural damage by 1 for each
such discarded card. If the Structural damage is reduced to 0, the
ship is unaffected.

If a ship that is not already wrecked is successfully dealt any
Structural damage, it is wrecked (see Wrecked Ships below); you
do not need to discard cards equal to the amount of damage—the
effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural
damage, discard a number of cards from the blessings deck equal to
the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked
state. When commanding a wrecked ship, at the start of your move
step, you may attempt the check to repair the ship listed on the ship
card; if you succeed, the ship is no longer wrecked, so you turn the
ship card faceup. If you move while commanding a wrecked ship,
other characters cannot choose to move with you. When a ship is
wrecked, you can never stash more plunder cards under it (see
Plunder Cards below). At the end of any turn, if your ship is wrecked,
banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your
ship. When you stash a plunder card, roll 1d6 on the table below,
draw 1 card of the corresponding type from the box without looking
at the card, and unless otherwise instructed, put the plunder card
facedown under your ship.
PLUNDER TABLE
d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 choose 1 of the above 5 card types
If you win the scenario, treat any plunder cards under your ship as
you do loot; if you lose the scenario, put them back in the box. You
don’t get to use plunder cards while they’re under your ship card, so
do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario (see page 7).
You also stash 1 plunder card if you defeat a ship while your ship is
not wrecked (see Encountering Ships on page 17).
If you are instructed to add a plunder card to your hand or to a
deck, roll on the Plunder Table, draw the corresponding card from the
box, and add it as you would any other card. (This does not count as
stashing a plunder card.)


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Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Jirelle starts at the Widowmaker Isle.

Jirelle wrote:

Hand: Venomous Dagger, Shadowless Sword, Mouse (Ghost), Burglar (Rot), The Demon's Lantern, Blessing of the Vaultmaster,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 2
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
* Burglar - Add 1d6 to local check to defeat a barrier
* Mouse - Add 1d4 to local Dexterity or Stealth check
* Blessing of the Vaultmaster - Add 1 die to any check, add 2 dice to any check against a barrier
Movement: Move me to the Tempest Cay or Gannet Island next, if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Priest of Abadar (Gates), Bloodcrow Rapier, Captain's Cutlass, Mask of Stolen Mien, Evangelist (Preacher), Menacing Backsword +1, Naval Hero (Silvertongue), Gem of Physical Prowess, Humanbane Rapier, Blessing of Abadar, Sable Company Leathers, Blessing of Zon-Kuthon, Blessing of the Spy, Blessing of the Midnight Lord
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.


Deck Handler

Start at Widowmaker Isle

At the start of the first turn: display Impossible Bottle; display Potion of Heroism.

"

Cogsnap wrote:

Hand: Laboratory Coat, Alkali Flask, Elixir of Focus, Flensing Jelly (Core), The Uprising, Blackfingers,

Displayed: Impossible Bottle, Potion of Heroism,
Deck: 12 Discard: 0 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 6
Tshirt Reroll: Available
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.

Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable

The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.

Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Prince of Pain, Deathtrap in a Jar, Liquid Courage, Fire Lance, The Inquisitor, Dragon's Breath, Canteen, Anesthetizing Slime, Acid Flask (Classic), Crystalline Carnivore, Elixir of Healing, Poisoned Sand Tube
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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 ([X] +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.""

"


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Start: HOly Isle

"

Oloch wrote:

Hand: Shock Glaive, Blessing of Gorum, Our Lord in Iron, Orison 3, Magic Spiked Full Plate, Wormsmyte,

Displayed:
Deck: 16 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!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathgrip, Pig, The Healing Light, The Father of Creation, Divine Insight, Giantbane Greataxe, Rotgut, Cruel Longsword, Dragonbane Greataxe, Thundering Earthbreaker, Magic Chain Mail, Divine Blaze, Voidglass Armor, Urgathoa's Gluttony, Gorum's Iron, Banner of the Ancient Kings
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.

"


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Start at Gannet Island. Try to get that close out of the way early

"

Reiko wrote:

Hand: Returning Throwing Axe, Splashbolt Crossbow, Staff of Minor Healing, Red Mantis Mask, Muatagoci (Skoan-quah Boneslayer),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Gannet Island
Hero Points: 5
NOTES:
Other: Paizo reroll used for scenario 0-5A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Norgorber's Shadow, Archie (Archer), Impervious Chain Shirt, Blessing of the Quartermaster (2), Embalming Fluid, Gung Ho (Sable Company Marine), Galvanic Chakram +1, Venomous Fighting Fan +1, Shuriken +1, Good Omen, The Winged Serpent, Bloodroot Poison, Blessing of the Quartermaster, Blue Star, Returning Starknife
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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)(☑ or your check to defeat a barrier or close or guard your location), 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.

"


During This Adventure:

During This Scenario:

Additional Rules: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

COMMANDING SHIP
THRESHER

Cogsnap Goodies:

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

Spoiler:
Alkali Flask
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Spoiler:
Bottled Lightning
SS Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

Scenario Level (#): 4

Turn: 1, Jirelle/TheChu

Party's current ship: Man's Promise:

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_
:

Random Cards:

Monsters
Spoiler:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Spoiler:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Spoiler:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Spoiler:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

Spoiler:
Crocodile
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_

Barriers
Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Spoiler:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Spoiler:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Spoiler:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Weapons
Spoiler:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Spoiler:
Zul
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.

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

Spoiler:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
Spoiler:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Wall of Fire
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.

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

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

Spoiler:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Items
Spoiler:
Amulet of Fortitude
SS
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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

Spoiler:
Net of Snaring
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

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

Spoiler:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

Allies
Spoiler:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Asmodeus:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 1 Cogsnap/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 2 Oloch/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Reiko/Gimry:
Spoiler:
Hourglass Card 3 Reiko/Gimry
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/TheChu:
Spoiler:
Hourglass Card 4 Jirelle/TheChu
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 5 Cogsnap/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 6 Oloch/tcolmaster01
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Reiko/Gimry:
Spoiler:
Hourglass Card 7 Reiko/Gimry
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Jirelle/TheChu:
Spoiler:
Hourglass Card 8 Jirelle/TheChu
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 9 Cogsnap/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 10 Oloch/tcolmaster01
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Reiko/Gimry:
Spoiler:
Hourglass Card 11 Reiko/Gimry
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Jirelle/TheChu:
Spoiler:
Hourglass Card 12 Jirelle/TheChu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 13 Cogsnap/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 14 Oloch/tcolmaster01
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Reiko/Gimry:
Spoiler:
Hourglass Card 15 Reiko/Gimry
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/TheChu:
Spoiler:
Hourglass Card 16 Jirelle/TheChu
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 17 Cogsnap/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 18 Oloch/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Reiko/Gimry:
Spoiler:
Hourglass Card 19 Reiko/Gimry
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Jirelle/TheChu:
Spoiler:
Hourglass Card 20 Jirelle/TheChu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 21 Cogsnap/AbrahamZ.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 22 Oloch/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Reiko/Gimry:
Spoiler:
Hourglass Card 23 Reiko/Gimry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Jirelle/TheChu:
Spoiler:
Hourglass Card 24 Jirelle/TheChu
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 25 Cogsnap/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 26 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 26 Oloch/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Reiko/Gimry:
Spoiler:
Hourglass Card 27 Reiko/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Jirelle/TheChu:
Spoiler:
Hourglass Card 28 Jirelle/TheChu
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 29 Cogsnap/AbrahamZ.
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: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, None

Gannet Island Card 1:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Gannet Island Card 2:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Gannet Island Card 3:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic
To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Gannet Island Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Gannet Island Card 5:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Gannet Island Card 6:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Gannet Island Card 7:
Trident +1
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Gannet Island Card 8:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Gannet Island Card 9:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Gannet Island Card 10:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #2: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
Holy Isle Card 1:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Holy Isle Card 2:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 3:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 4:
Tetrolimulus
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Holy Isle Card 5:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Holy Isle Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 8:
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.
Holy Isle Card 9:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Holy Isle Card 10:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None
Widowmaker Isle Card 1:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Widowmaker Isle Card 2:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Widowmaker Isle Card 3:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Widowmaker Isle Card 4:
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.
Widowmaker Isle Card 5:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Widowmaker Isle Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Widowmaker Isle Card 7:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Widowmaker Isle Card 8:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Widowmaker Isle Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Widowmaker Isle Card 10:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Tempest Cay Card 2:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Tempest Cay Card 4:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Tempest Cay Card 5:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Tempest Cay Card 6:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
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.
Tempest Cay Card 7:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Tempest Cay Card 8:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Tempest Cay Card 9:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Tempest Cay Card 10:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #5: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Cannibal Isle Card 1:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 2:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 4:
Gilbrok the Tongue
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Cannibal Isle Card 5:
Giant Jellyfish
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.
Cannibal Isle Card 6:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Cannibal Isle Card 7:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Cannibal Isle Card 8:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Cannibal Isle Card 9:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Cannibal Isle Card 10:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Windward Isle Card 2:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Windward Isle Card 3:
Token of Remembrance
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Windward Isle Card 4:
Ring of the Beasts
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Windward Isle Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Windward Isle Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Windward Isle Card 7:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Windward Isle Card 8:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Windward Isle Card 9:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Windward Isle Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

========================
Jirelle starts her turn.
Hour: Blessing of Asmodeus
Hour Power:No effect.
Location: Widowmaker Isle
Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Scenario Powers: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

Jirelle explores the Widowmaker Isle.

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

Survival 14 (10+4): 1d8 + 1 + 3 + 2d8 ⇒ (3) + 1 + 3 + (8, 1) = 16

Roll Details:

Survival: 1d8+1+3
Double Bless (Blessing of the Vaultmaster): 2d8

The 2 Structural Damage is prevented by Jirelle's power and Thresher's power
Discarding The Demon's Lantern to explore again

Lookout Duty:
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Perception 10 (6+4): 1d4 + 1d6 + 1d8 ⇒ (2) + (6) + (3) = 11

Roll Details:

Perception: 1d4
Burglar (Rot): 1d6
Shadowless Sword, Non-Combat (Reveal): 1d8

After resetting hand, displaying Sable Company Leathers on Cogsnap's turn

Jirelle starts plotting a path to the Wormwood, but must immediately dodge cannon fire from multiple ships. The Thresher holds well against the shots that land. She yells for more lookouts, pointing her brightly-enchanted sword toward the incoming fire.

Jirelle wrote:

Hand: Venomous Dagger, Shadowless Sword, Menacing Backsword +1, Mask of Stolen Mien, Mouse (Ghost),

Displayed: Sable Company Leathers,
Deck: 12 Discard: 2 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 2
NOTES:
Available Support: Always reduce Structural damage to your ship by 1.
Saving for myself - None
* Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
* Mouse - Add 1d4 to local Dexterity or Stealth check
Movement: Move me to the Tempest Cay or Gannet Island next, if necessary
Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Captain's Cutlass, Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Evangelist (Preacher), Priest of Abadar (Gates), Naval Hero (Silvertongue), Blessing of Abadar, Blessing of the Spy, Humanbane Rapier, Bloodcrow Rapier, Gem of Physical Prowess
Recharged: Burglar (Rot),
Discard Pile: Blessing of the Vaultmaster, The Demon's Lantern,
Buried Pile:

Skills and Powers:
SKILLS
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, 2 of Widowmaker Isle (Cannonade, Lookout Duty)
- Discarded Blessing of the Vaultmaster, The Demon's Lantern
- Recharged Burglar
- Displaying Sable Company Leathers at beginning of Cogsnap's turn


Sea Chanty:

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

Feathered Devil:

Ship B
Traits: Class 1
To Defeat: Charisma/Diplomacy 5 OR Wisdom/Survival 7
When Encountering This Ship You may reveal any number of allies; add 1 to your check to defeat for each revealed ally. When Commanding This Ship When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.


Deck Handler

It is the hour of Sivanah

Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Free exploration

Widowmaker Isle Card 3 is Enemy Ship:

SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Sea Chanty:

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

Reveal Flensing Jelly
Wis 6, heroism: 2d6 + 3 ⇒ (6, 5) + 3 = 14

When Closing: Summon and defeat the henchman Enemy Ship.

Feathered Devil:

Ship B
Traits: Class 1
To Defeat: Charisma/Diplomacy 5 OR Wisdom/Survival 7
When Encountering This Ship You may reveal any number of allies; add 1 to your check to defeat for each revealed ally. When Commanding This Ship When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

Reveal Flensing Jelly
Cha 5, heroism, 1 Oloch card: 2d6 + 1 + 2 ⇒ (2, 3) + 1 + 2 = 8

Widowmaker Isle is closed.

When Permanently Closed: On closing, you may recharge an ally from your discard pile.

End turn, sending Flensing Jelly to Recovery instead of Potion of Heroism

Recovery Phase:
Flensing Jelly goes to discards

Reset Hand

"

Cogsnap wrote:

Hand: Laboratory Coat, Alkali Flask, Elixir of Focus, Deathtrap in a Jar, Anesthetizing Slime, The Uprising, Blackfingers, The Prince of Pain,

Displayed: Impossible Bottle, Potion of Heroism,
Deck: 9 Discard: 1 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 6
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Impossible Bottle: Reduce Structural damage dealt to your ship by 2.

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

The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.

Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits

Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 1)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Lance, Poisoned Sand Tube, The Inquisitor, Elixir of Healing, Crystalline Carnivore, Acid Flask (Classic), Dragon's Breath, Canteen, Liquid Courage
Recharged:
Discard Pile: Flensing Jelly (Core),
Buried Pile:

Skills and Powers:
SKILLS
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 ([X] +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.""

"


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Out of Turn Updates: Draw cards back into hand

Turn - Hour: BOTG
Hour Power:
SOT: Display Magic Spike Armor
Give Card: None
Move: XX -> YY
Location Powers: If you play a blessing during your exploration, you may explore again.
Explore: Holy Stone
Orison
Divine 6: 2d8 + 2 ⇒ (3, 5) + 2 = 10
Acquired
Free explore due to blessing played:
Jakaw Razorbeak HENCHMEN
Have no chance against the BYA - entire hand buried.
Cogsnap - The Uprising
Combat 20: 2d12 + 5 ⇒ (9, 7) + 5 = 21
Combat 20 Paizo Product Reroll: 2d12 + 5 ⇒ (11, 12) + 5 = 28
Henchmen Defeated.

NOT closing the location.
Oloch ends their turn.

Oloch attempts to recover all cards in their Recovery pile.

Oloch resets their hand.

[u]Summary[/u]
Acquired: Holy Stone
Banished: Jakaw Razorbeak
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Oloch wrote:

Hand: Pig, Divine Insight, The Father of Creation, Dragonbane Greataxe, Voidglass Armor, Magic Chain Mail,

Displayed: Magic Spiked Full Plate,
Deck: 9 Discard: 0 Buried: 5
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!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Blaze, The Healing Light, Urgathoa's Gluttony, Thundering Earthbreaker, Deathgrip, Giantbane Greataxe, Banner of the Ancient Kings, Cruel Longsword
Recharged: Orison 3,
Discard Pile:
Buried Pile: Shock Glaive, Gorum's Iron, Our Lord in Iron, Holy Stone, Wormsmyte,

Skills and Powers:
SKILLS
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.

"


During This Adventure:

During This Scenario:

Additional Rules: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

COMMANDING SHIP
THRESHER

Cogsnap Goodies:

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

Spoiler:
Alkali Flask
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Spoiler:
Bottled Lightning
SS Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

Scenario Level (#): 4

Turn: 4, Reiko/Gimry

Party's current ship: Man's Promise:

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_
:

Random Cards:

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

Spoiler:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

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

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

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

Barriers
Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

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

Weapons
Spoiler:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Spoiler:
Repelling Pike +1
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Spoiler:
Blunderbuss
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

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

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

Spells
Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Eel Skin Armor
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

Allies
Spoiler:
Pteranodon
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

Spoiler:
Besmaran Priest
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.

Spoiler:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of 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.

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

Spoiler:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Pharasma:
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.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Jirelle/TheChu:
Spoiler:
Hourglass Card 1 Jirelle/TheChu
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 2 Cogsnap/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 3 Oloch/tcolmaster01
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Reiko/Gimry:
Spoiler:
Hourglass Card 4 Reiko/Gimry
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Jirelle/TheChu:
Spoiler:
Hourglass Card 5 Jirelle/TheChu
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 6 Cogsnap/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 7 Oloch/tcolmaster01
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Reiko/Gimry:
Spoiler:
Hourglass Card 8 Reiko/Gimry
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Jirelle/TheChu:
Spoiler:
Hourglass Card 9 Jirelle/TheChu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 10 Cogsnap/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 11 Oloch/tcolmaster01
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Reiko/Gimry:
Spoiler:
Hourglass Card 12 Reiko/Gimry
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Jirelle/TheChu:
Spoiler:
Hourglass Card 13 Jirelle/TheChu
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 14 Cogsnap/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 15 Oloch/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Reiko/Gimry:
Spoiler:
Hourglass Card 16 Reiko/Gimry
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Jirelle/TheChu:
Spoiler:
Hourglass Card 17 Jirelle/TheChu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 18 Cogsnap/AbrahamZ.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 19 Oloch/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Reiko/Gimry:
Spoiler:
Hourglass Card 20 Reiko/Gimry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Jirelle/TheChu:
Spoiler:
Hourglass Card 21 Jirelle/TheChu
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 22 Cogsnap/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 23 Oloch/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Reiko/Gimry:
Spoiler:
Hourglass Card 24 Reiko/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Jirelle/TheChu:
Spoiler:
Hourglass Card 25 Jirelle/TheChu
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 26 Cogsnap/AbrahamZ.
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: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, None

Gannet Island Card 1:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Gannet Island Card 2:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Gannet Island Card 3:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic
To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Gannet Island Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Gannet Island Card 5:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Gannet Island Card 6:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Gannet Island Card 7:
Trident +1
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Gannet Island Card 8:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Gannet Island Card 9:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Gannet Island Card 10:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #2: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Oloch/tcolmaster01, None
Holy Isle Card 1:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 2:
Tetrolimulus
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Holy Isle Card 3:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Holy Isle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 6:
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.
Holy Isle Card 7:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Holy Isle Card 8:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Location #3: Widowmaker Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Tempest Cay Card 1:
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Tempest Cay Card 2:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Tempest Cay Card 4:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Tempest Cay Card 5:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Tempest Cay Card 6:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
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.
Tempest Cay Card 7:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Tempest Cay Card 8:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Tempest Cay Card 9:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Tempest Cay Card 10:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #5: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Cannibal Isle Card 1:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cannibal Isle Card 2:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 4:
Gilbrok the Tongue
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Cannibal Isle Card 5:
Giant Jellyfish
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.
Cannibal Isle Card 6:
Monkey
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Cannibal Isle Card 7:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Cannibal Isle Card 8:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Cannibal Isle Card 9:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Cannibal Isle Card 10:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Windward Isle Card 2:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Windward Isle Card 3:
Token of Remembrance
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Windward Isle Card 4:
Ring of the Beasts
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Windward Isle Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Windward Isle Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Windward Isle Card 7:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Windward Isle Card 8:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Windward Isle Card 9:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Windward Isle Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

========================
Reiko starts her turn.
Hour: Blessing of Pharasma
Location: Gannet Island
Location Power:If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Scenario Powers:

  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Enemy Ship:

    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Pausing for Random Ship


  • Sea Chanty:

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


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Continue encounter against Sea Chanty

    Charisma 8: 1d8 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7

    Roll Details:

    Charisma - 1d8+1
    Reveal Ally - 3
    Oloch's Aid - 2

    Paizo reroll
    Charisma 8: 1d8 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7

    Roll Details:

    Charisma - 1d8+1
    Reveal Ally - 3
    Oloch's Aid - 2

    Hero Point
    Charisma 8: 1d8 + 1 + 3 + 2 ⇒ (6) + 1 + 3 + 2 = 12

    Roll Details:

    Charisma - 1d8+1
    Reveal Ally - 3
    Oloch's Aid - 2

    Close: 1d4 ⇒ 1
    Discard 1 blessing from the hourglass
    New Hour - Blessing of Besmara

    Plunder: 1d6 ⇒ 3
    WPC Draw 1 Non-Basic, Non-Elite Armor

    Eel Skin Armor:

    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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.

    Recharge Eel Skin armor when I reset my hand

    I quickly get with Jirelle to plan our assault on the armada all around us. We quickly spy a small chanty hiding out amongst the warships. Sensing our chance, we send Muatagoci over to negotiate a truce. Not only does he succeed, but he brings back a rather elaborate armor made from eel skin. Unfortunately, the negotiations took a little longer then we had hoped, but at least that's one less ship we need to deal with now.

    "

    Reiko wrote:

    Hand: Returning Throwing Axe, Splashbolt Crossbow, Staff of Minor Healing, Red Mantis Mask, Muatagoci (Skoan-quah Boneslayer),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Gannet Island
    Hero Points: 4
    Used: 1
    NOTES:
    Other: Paizo reroll used for scenario 0-5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Impervious Chain Shirt, Returning Starknife, Norgorber's Shadow, Blue Star, Bloodroot Poison, Archie (Archer), Venomous Fighting Fan +1, Galvanic Chakram +1, Good Omen, Blessing of the Quartermaster (2), Embalming Fluid, Gung Ho (Sable Company Marine), Shuriken +1, The Winged Serpent
    Recharged: Eel Skin Armor,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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
    Closed Gannet Island
    Acquired Random Armor 3
    Used 1 of Olochs Blessings/Weapons
    Hourglass is off by one.


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of Kelizandri
    Hour Power:No effect.
    Location: Widowmaker Isle
    Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.
    Scenario Powers: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Jirelle moves to the Windward Isle and draws a card, then explores.

    Dragon Pistol:
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

    Dexterity 9: 1d10 + 4 ⇒ (5) + 4 = 9

    Roll Details:

    Dexterity: 1d10+4

    Discarding Mouse to explore again

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

    Diplomacy 6: 1d4 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4

    Roll Details:

    Diplomacy: 1d4
    Menacing Backsword +1 (Reveal): 1d6+1

    Sailing over to the Windward Isle, Jirelle finds a fancy pistol discarded on the beachhead that's still in working condition. Ghost scurries onto her shoulder, squeaking at a nearby stranger. From the look of his clothing, he's some sort of field medic. Not knowing if them man is friendly or not, Jirelle points her weapon at his throat and demands to know which flag he aligns with. Unfortunately, this is too much for the stranger and he flees, screaming...

    Jirelle wrote:

    Hand: Venomous Dagger, Shadowless Sword, Menacing Backsword +1, Bloodcrow Rapier, Dragon Pistol, Mask of Stolen Mien,

    Displayed: Sable Company Leathers,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Windward Isle
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Dragon Pistol - Add 1d6 and this card's traits to another character's local combat check
    Movement: Move me to the Tempest Cay next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Blessing of the Spy, Evangelist (Preacher), Gem of Physical Prowess, Captain's Cutlass, Humanbane Rapier, Priest of Abadar (Gates), Naval Hero (Silvertongue), Blessing of Zon-Kuthon, Blessing of Abadar
    Recharged: Burglar (Rot),
    Discard Pile: Blessing of the Vaultmaster, The Demon's Lantern, Mouse (Ghost),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 Windward Isle (Dragon Pistol)
    - Failed to acquire Card 2 (Surgeon)
    - Discarded Mouse


    Deck Handler

    Off turn: discard The Uprising for Oloch.

    It is the hour of Abadar Taking into account the hour being off by 1

    Move to: Windward Isle
    Location Power: If you move here, you may draw a card. - draw The Inquisitor

    Free exploration

    Windward Isle Card 3 is Token of Remembrance:

    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Arcane 5, heroism: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16

    Discard Blackfingers to explore

    Windward Isle Card 4 is Ring of the Beasts:

    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Wis 9, heroism: 1d6 + 1d6 ⇒ (3) + (2) = 5 banished

    Discard Prince of Pain to explore

    Windward Isle Card 5 is Enemy Ship:

    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random ship (counting 6 in base set, then 1, 3, 3, and 3 in the next 4 sets): 1d16 ⇒ 16

    Random Ship is WAVECREST:

    CLASS 4
    CHECK TO DEFEAT:
    WISDOM/SURVIVAL 10
    OR
    CONSTITUTION/FORTITUDE 11
    WHEN ENCOUNTERING THIS SHIP
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.

    WHEN COMMANDING THIS SHIP
    Reduce Structural damage to this ship by 1 for each character on the ship.

    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Play Elixir of Focus, sending Deathtrap in a Jar to Recovery
    Wis 10, heroism, prince of pain: 1d6 + 1d6 + 2 + 1d10 + 5 ⇒ (4) + (3) + 2 + (7) + 5 = 21

    This ship seems better than the Thresher so I suggest we seize it unless someone can think of a reason for us not to.

    When Closing: Succeed at a Wisdom or Perception 7 check.
    Wis 7, heroism, 1 Oloch card: 2d6 + 2 ⇒ (4, 4) + 2 = 10
    Windward Isle is closed.
    When Permanently Closed: On closing, draw a card. - Poisoned Sand Tube.

    End turn, sending Tube to Recovery instead of Potion of Heroism

    Recovery Phase: both Deathtrap and Tube go to discards

    Reset Hand

    At the start of Oloch's turn: display Canteen.

    "

    Cogsnap wrote:

    Hand: Laboratory Coat, Alkali Flask, Elixir of Focus, Token of Remembrance, Acid Flask (Classic), Anesthetizing Slime, The Inquisitor,

    Displayed: Impossible Bottle, Potion of Heroism, Canteen,
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Windward Isle
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle: Reduce Structural damage dealt to your ship by 2.

    Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.

    Inquisitor: bless, ignoring immunities and resistances

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Liquid Courage, Elixir of Healing, Crystalline Carnivore, Fire Lance, Dragon's Breath
    Recharged:
    Discard Pile: Flensing Jelly (Core), The Uprising, Blackfingers, The Prince of Pain, Deathtrap in a Jar, Poisoned Sand Tube,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X] +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.""

    "


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour: Blessing of Norgorber
    Hour Power:
    SOT: Display Magic Chain Mail
    Give Card: None
    Move: XX -> YY
    Location Powers: If you play a blessing during your exploration, you may explore again.
    Explore: Blessing of Asmodeus

    Divine 5: 1d8 + 2 ⇒ (7) + 2 = 9
    Acquired
    -Discard it to explore
    Dragonbane Greataxe, Father of Creation
    Tetrolimulus Combat 23: 3d12 + 6 ⇒ (1, 11, 6) + 6 = 24
    Tetrolimulus Combat 23: 3d12 + 6 ⇒ (7, 4, 11) + 6 = 28
    Defeated
    --Blessing Played, Free Explore per Location
    Divine Insight
    Pirate Entertainments STR 12: 1d12 + 4 + 2d6 ⇒ (8) + 4 + (2, 4) = 18
    Plunder Card: 1d6 ⇒ 6 Choose SPELL -> Resist Energy

    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.
    Divine Insight Divine 8: 1d8 + 2 ⇒ (5) + 2 = 7
    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: Blessing of Asmodeus
    Banished: Tetrolimulus
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Oloch wrote:

    Hand: Pig, Urgathoa's Gluttony, Resist Energy, Dragonbane Greataxe, Voidglass Armor, Deathgrip,

    Displayed: Magic Spiked Full Plate, Magic Chain Mail,
    Deck: 7 Discard: 3 Buried: 5
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Giantbane Greataxe, The Healing Light, Banner of the Ancient Kings, Cruel Longsword, Divine Blaze, Thundering Earthbreaker
    Recharged: Orison 3,
    Discard Pile: Blessing of Asmodeus, The Father of Creation, Divine Insight,
    Buried Pile: Shock Glaive, Gorum's Iron, Our Lord in Iron, Holy Stone, Wormsmyte,

    Skills and Powers:
    SKILLS
    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.

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

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

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

    Scenario Level (#): 4

    Turn: 7, Oloch/tcolmaster01

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

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

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

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

    Spoiler:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

    Barriers
    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

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

    Spoiler:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

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

    Spoiler:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

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

    Spells
    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Feast
    SS
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Sniper's Studded Leather
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude
    Stealth 8
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Ring of Rat Fangs
    SS
    Item 4
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 10
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

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

    Spoiler:
    Crown of Swords
    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.

    Spoiler:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    Allies
    Spoiler:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Spoiler:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Spoiler:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Norgorber:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Reiko/Gimry:
    Spoiler:
    Hourglass Card 1 Reiko/Gimry
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 2 Jirelle/TheChu
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Cogsnap/AbrahamZ.
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Reiko/Gimry:
    Spoiler:
    Hourglass Card 5 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 6 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Cogsnap/AbrahamZ.
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Oloch/tcolmaster01
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Reiko/Gimry:
    Spoiler:
    Hourglass Card 9 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 10 Jirelle/TheChu
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 12 Oloch/tcolmaster01
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Reiko/Gimry:
    Spoiler:
    Hourglass Card 13 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 14 Jirelle/TheChu
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Reiko/Gimry:
    Spoiler:
    Hourglass Card 17 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 18 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 20 Oloch/tcolmaster01
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Reiko/Gimry:
    Spoiler:
    Hourglass Card 21 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 22 Jirelle/TheChu
    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: Gannet Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/Gimry, None

    Location #2: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: Oloch/tcolmaster01, None

    Holy Isle Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Holy Isle Card 2:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Holy Isle Card 3:
    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.
    Holy Isle Card 4:
    Instant Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 3
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
    Holy Isle Card 5:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Tempest Cay Card 1:
    Adelita Doloruso
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Evoker
    Pirate
    To Defeat:
    Combat 19
    THEN Combat 22
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
    Tempest Cay Card 2:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Tempest Cay Card 3:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Tempest Cay Card 4:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 5:
    Imp
    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.
    Tempest Cay Card 6:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.
    Tempest Cay Card 7:
    Sefina
    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
    Tempest Cay Card 8:
    Speed
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 9:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 10:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Location #5: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
    Located/Displayed Here: None
    Cannibal Isle Card 1:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cannibal Isle Card 2:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 3:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Cannibal Isle Card 4:
    Gilbrok the Tongue
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    Pirate
    To Defeat:
    Combat 18
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cannibal Isle Card 5:
    Giant Jellyfish
    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.
    Cannibal Isle Card 6:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Cannibal Isle Card 7:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Cannibal Isle Card 8:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Cannibal Isle Card 9:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Cannibal Isle Card 10:
    Kapre
    SS
    Monster 5
    Traits:
    Plant
    To Defeat:
    Combat 20
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    Location #6: Windward Isle
    Closed
    At This Location: If you start your turn at this location, draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    ========================
    Reiko starts her turn.
    Hour: Blessing of Abadar
    Location: Gannet Island
    Location Power:If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    Scenario Powers:

  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    BR Update is still on Oloch's turn

    Move to Tempest Cay

    Adelita Doloruso:

    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Evoker
    Pirate
    To Defeat:
    Combat 19
    THEN Combat 22
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Go ahead and Evade that

    With nothing left to do at Gannett Island, I decide to head over to the Tempest Cay. Upon arrival, however, I stumble across the tracks to Adelita.

    "

    Reiko wrote:

    Hand: Returning Throwing Axe, Splashbolt Crossbow, Staff of Minor Healing, Red Mantis Mask, Muatagoci (Skoan-quah Boneslayer),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Tempest Cay
    Hero Points: 4
    Used: 1
    NOTES:
    Other: Paizo reroll used for scenario 0-5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shuriken +1, Blessing of the Quartermaster, Gung Ho (Sable Company Marine), Embalming Fluid, Archie (Archer), Impervious Chain Shirt, Returning Starknife, Bloodroot Poison, Venomous Fighting Fan +1, The Winged Serpent, Blue Star, Norgorber's Shadow, Blessing of the Quartermaster (2), Good Omen, Galvanic Chakram +1
    Recharged: Eel Skin Armor,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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
    Evaded Villain at Tempest Cay. Location is shuffled.


  • Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Windward Isle
    Location Power: If you move here, you may draw a card.
    Scenario Powers: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Jirelle moves to Cannibal Isle and explores.

    Blessing of Norgorber:
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Burying Dragon Pistol to acquire Blessing of Norgorber

    Heeding Reiko's signal, Jirelle sails over to Cannibal Isle. She finds a beautiful charm and feels that this would be useful for the crews plundering efforts.

    Jirelle wrote:

    Hand: Venomous Dagger, Shadowless Sword, Menacing Backsword +1, Bloodcrow Rapier, Mask of Stolen Mien, Blessing of Norgorber,

    Displayed: Sable Company Leathers,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Cannibal Isle
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Blessing of Norgorber - Add 1 die to any check, add 2 dice to any check to acquire a boon
    Movement: Move me to the Tempest Cay next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Naval Hero (Silvertongue), Captain's Cutlass, Blessing of Zon-Kuthon, Gem of Physical Prowess, Priest of Abadar (Gates), Blessing of the Spy, Blessing of Abadar, Blessing of the Midnight Lord, Evangelist (Preacher), Humanbane Rapier
    Recharged: Burglar (Rot),
    Discard Pile: Blessing of the Vaultmaster, The Demon's Lantern, Mouse (Ghost),
    Buried Pile: Dragon Pistol,

    Skills and Powers:
    SKILLS
    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 Cannibal Isle
    - Acquired Card 1 of Cannibal Isle (Blessing of Norgorber)


    Deck Handler

    Note that, per my last turn, we are now commanding Wavecrest instead of Thresher. Fyi.

    It is the hour of Cayden Cailean

    Move to: Cannibal Isle

    Free exploration

    Cannibal Isle Card 2 is Blessing of the Gods:

    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Autoacquire

    Discard Blessing of the Gods to explore

    Cannibal Isle Card 3 is Lady Cerise Bloodmourn:

    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Int 8, heroism: 1d10 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11
    Play Elixir of Focus, sending Alkali Flask to Recovery
    Cha 11, heroism: 1d6 + 1d6 + 1d10 + 5 ⇒ (1) + (6) + (5) + 5 = 17

    Discard Lady Cerise Bloodmourn to explore, adding the Swashbuckling trait.

    Cannibal Isle Card 4 is Gilbrok the Tongue:

    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    Pirate
    To Defeat:
    Combat 18
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Play Acid Flask, sending it to Canteen
    Wavecrest power: since the check has the swashbuckling trait, discard the top card of the blessings deck to add 1d12
    Combat 18, heroism: 1d8 + 3 + 2d6 + 1d6 + 2 + 1d6 + 1d12 ⇒ (6) + 3 + (5, 5) + (4) + 2 + (4) + (10) = 39

    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 Token of Remembrance. Cogsnap Goodies are Potion of Healing and Alkali Flask. Choose Potion of Healing.

    When Closing: Succeed at a Strength or Melee 6 check.
    Str 6, heroism, 2 Oloch cards: 1d6 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6

    Cannibal Isle is closed.

    When Permanently Closed: On closing, add all your buried allies to your hand. - N/A

    Play Potion of Healing on self, sending Slime to Recovery
    Healing Cogsnap: 1d4 ⇒ 3

    Bury to Recovery Impossible Bottle to recharge 1d4+1 from discards
    Recharge from Cogsnap's discards: 1d4 + 1 ⇒ (2) + 1 = 3

    End turn, sending Potion of Healing to Recovery instead of Potion of Heroism

    Recovery Phase:
    Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
    Recharge Alkali Flask? Craft 13, heroism: 1d10 + 5 + 1d6 ⇒ (7) + 5 + (1) = 13
    Slime goes to Discards
    Recharge Impossible Bottle? Craft 9, heroism: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
    Recharge Potion of Healing? Craft 7, heroism: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10

    Reset Hand
    Location Power: After you reset your hand, bury an ally. - I'm not sure if this still applies now that the location is closed but it's moot because no allies in hand.

    Turn Summary:
    * Note that top card of the hourglass was discarded, so the hour is off by one until the BR updates.
    * Cannibal Isle closed

    "

    Cogsnap wrote:

    Hand: Laboratory Coat, Elixir of Focus, Elixir of Healing, Liquid Courage, Blessing of the Gods, The Uprising, The Prince of Pain, The Inquisitor,

    Displayed: Potion of Heroism, Canteen, Acid Flask (Classic),
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Cannibal Isle
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Our new ship - Wavecrest - WHEN COMMANDING THIS SHIP: Reduce Structural damage to this ship by 1 for each character on the ship; If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.

    Inquisitor: bless, ignoring immunities and resistances

    Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 4)

    The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crystalline Carnivore, Dragon's Breath, Fire Lance
    Recharged: Lady Cerise Bloodmourn, Token of Remembrance, Poisoned Sand Tube, Alkali Flask, Impossible Bottle, Potion of Healing,
    Discard Pile: Flensing Jelly (Core), Anesthetizing Slime, Blackfingers, Deathtrap in a Jar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X] +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.""

    "


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour: Blessing of Cayden Cailean
    Hour Power:
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: If you play a blessing during your exploration, you may explore again.
    Explore: Blessing of the Gods
    Auto Acquire it. Discard it to explore.
    Blessing of the Gods -> Do the Same Thing.

    Blessing of Gozreh Divine 5: 1d8 + 2 ⇒ (8) + 2 = 10
    Acquire it. Discard it to explore.
    Instant Armor - Divine 3. Cannot fail to acquire.
    Discard Pig to Explore

    Avimar Sorrinash. Cannot acquire. Banish

    Close Holy Isle:

    Divine 7: 1d8 + 2 ⇒ (3) + 2 = 5
    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: BotG, BotG, Gozreh, Instant Armor
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Oloch wrote:

    Hand: Instant Armor, Urgathoa's Gluttony, Resist Energy, Dragonbane Greataxe, Voidglass Armor, Deathgrip,

    Displayed: Magic Spiked Full Plate, Magic Chain Mail,
    Deck: 7 Discard: 7 Buried: 5
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cruel Longsword, The Healing Light, Divine Blaze, Banner of the Ancient Kings, Giantbane Greataxe, Thundering Earthbreaker
    Recharged: Orison 3,
    Discard Pile: Blessing of Asmodeus, The Father of Creation, Divine Insight, Blessing of the Gods, Blessing of the Gods 2, Blessing of Gozreh, Pig,
    Buried Pile: Shock Glaive, Gorum's Iron, Our Lord in Iron, Holy Stone, Wormsmyte,

    Skills and Powers:
    SKILLS
    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.

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

    Scenario Level (#): 4

    Turn: 10, Cogsnap/AbrahamZ.

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

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

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

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

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

    Barriers
    Spoiler:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

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

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

    Spoiler:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Spoiler:
    Goose in the Rigging
    SS
    Barrier 1
    Traits:
    Task
    Elite
    To Defeat:
    Intelligence
    Craft 7
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

    Spoiler:
    Keen Falcata +1
    SS
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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

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

    Spells
    Spoiler:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

    Spoiler:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Crown of Swords
    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.

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

    Spoiler:
    Anchor
    SS
    Item B
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

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

    Allies
    Spoiler:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

    Spoiler:
    Giffer Tibbs
    SS
    Ally B
    Traits:
    Gnome
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

    Spoiler:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Current Hour:

    Blessing of Cayden Cailean:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Reiko/Gimry:
    Spoiler:
    Hourglass Card 2 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 3 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Cogsnap/AbrahamZ.
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Oloch/tcolmaster01
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Reiko/Gimry:
    Spoiler:
    Hourglass Card 6 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 7 Jirelle/TheChu
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Oloch/tcolmaster01
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Reiko/Gimry:
    Spoiler:
    Hourglass Card 10 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 11 Jirelle/TheChu
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Reiko/Gimry:
    Spoiler:
    Hourglass Card 14 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 15 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Oloch/tcolmaster01
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Reiko/Gimry:
    Spoiler:
    Hourglass Card 18 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 19 Jirelle/TheChu
    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: Gannet Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    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: Widowmaker Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None

    Tempest Cay Card 1:
    Imp
    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.
    Tempest Cay Card 2:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Tempest Cay Card 3:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.
    Tempest Cay Card 4:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
    Tempest Cay Card 5:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Tempest Cay Card 6:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 7:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 8:
    Adelita Doloruso
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Evoker
    Pirate
    To Defeat:
    Combat 19
    THEN Combat 22
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
    Tempest Cay Card 9:
    Sefina
    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
    Tempest Cay Card 10:
    Speed
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Location #5: Cannibal Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None

    Location #6: Windward Isle
    Closed
    At This Location: If you start your turn at this location, draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    ========================
    Reiko starts her turn.
    Hour: Blessing of Cayden Cailean
    Location: Tempest Cay
    Location Power:If this location is occupied, Structural damage to your ship at any location is increased by 1.
    Scenario Powers:

  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Imp:

    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.

    Charisma 7: 1d8 + 1 ⇒ (8) + 1 = 9

    Roll Details:

    Charisma - 1d8+1

    Discard Imp to explore again

    Animate Water:

    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Auto Fail

    Discard Muatagoci to examine/explore

    Breastplate of the Deep:

    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.

    I'll not explore and leave this for Jirelle since it's an Armor 5

    Trying to stay out of range of the villain, I run into a stray Imp trying to read an old scroll. Unfortunately, the imp has completely ruined what was probably at some point a very powerful spell.

    Getting nothing more from the Imp, Muatagoci points out a magnificent suit of armor. That's way to heavy for me, but someone else might find it useful.

    Use Staff on myself
    Reiko is healed for 1: (Imp). Deck shuffled.

    "

    Reiko wrote:

    Hand: Returning Throwing Axe, Splashbolt Crossbow, Returning Starknife, Red Mantis Mask, The Winged Serpent,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Current Location: Tempest Cay
    Hero Points: 4
    Used: 1
    NOTES:
    Available Support:
  • Winged Serpent Recharges to Bless Distant Checks (Discards for Local)
    Other: Paizo reroll used for scenario 0-5A?: Y
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Shuriken +1, Norgorber's Shadow, Staff of Minor Healing, Galvanic Chakram +1, Gung Ho (Sable Company Marine), Eel Skin Armor, Venomous Fighting Fan +1, Imp, Archie (Archer), Impervious Chain Shirt, Blessing of the Quartermaster (2), Embalming Fluid, Good Omen, Bloodroot Poison, Blue Star
    Recharged:
    Discard Pile: Muatagoci (Skoan-quah Boneslayer),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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 Tempest Cay
    Banished Card 2 of Tempest Cay
    Examined Card 3 of Tempest Cay


  • Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Cannibal Isle
    Location Power: After you reset your hand, bury an ally.
    Scenario Powers: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Jirelle moves to Tempest Cay and explores.

    Breastplate of the Deep:
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.

    Fortitude 11: 1d6 + 2 + 1d10 + 4 + 1 ⇒ (1) + 2 + (3) + 4 + 1 = 11

    Roll Details:

    Fortitude: 1d6+2
    Sable Company Leathers: 1d10+4+1

    Discarding Mask of Stolen Mein to get back down to hand size

    Jirelle hears Reiko's signal and sails toward the Tempest Cay. Following the ninja's directions, she covers herself deeper in her leathers to meet the violent weather and recovers a heavy, but valuable, breastplate.

    Jirelle wrote:

    Hand: Venomous Dagger, Shadowless Sword, Menacing Backsword +1, Bloodcrow Rapier, Breastplate of the Deep, Blessing of Norgorber,

    Displayed:
    Deck: 12 Discard: 4 Buried: 1
    Current Location: Tempest Cay
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Blessing of Norgorber - Add 1 die to any check, add 2 dice to any check to acquire a boon
    Movement: Move me to the Tempest Cay next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Naval Hero (Silvertongue), Humanbane Rapier, Blessing of Abadar, Priest of Abadar (Gates), Blessing of Zon-Kuthon, Evangelist (Preacher), Gem of Physical Prowess, Blessing of the Spy, Captain's Cutlass
    Recharged: Burglar (Rot), Sable Company Leathers,
    Discard Pile: Blessing of the Vaultmaster, The Demon's Lantern, Mouse (Ghost), Mask of Stolen Mien,
    Buried Pile: Dragon Pistol,

    Skills and Powers:
    SKILLS
    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 Tempest Cay
    - Acquired Card 1 of Tempest Cay (Breastplate of the Deep)
    - Discarded Mask of Stolen Mein
    - Recharged Sable Company Leathers


    Deck Handler

    Retcon: as noted in Discord, Cogsnap DID NOT close Cannibal Island on his last turn (due to plenty of time and desire for more loot). No changes needed to his hand or the board state as a result of this.

    Also, I think maybe the hourglass is off. During Cogsnap's last turn he *discarded* one card from the hourglass, but I think maybe one card was added? I'm not sure...

    Off turn:

    It is the hour of Pharasma, maybe?

    Bury Canteen to draw Acid Flask

    Free exploration

    Cannibal Isle Card 5 is Giant Jellyfish:

    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.

    Play Acid Flask, sending Liquid Courage to Recovery
    Combat 18, heroism: 1d8 + 3 + 2d6 + 1d6 + 2 + 1d6 ⇒ (7) + 3 + (4, 4) + (6) + 2 + (2) = 28

    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 Blessing of the Gods. Cogsnap Goodies are Bottled Lightning (Item 5) and Powder Keg. Choose Bottled Lightning.

    Discard Prince of Pain to explore

    Cannibal Isle Card 6 is Monkey:

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

    Wis 9, heroism, prince of pain: 1d6 + 1d6 + 3 ⇒ (3) + (4) + 3 = 10

    Discard Monkey to explore

    Cannibal Isle Card 7 is Albatross:

    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Play Elixir of Focus, sending Lab Coat to Recovery
    Wis 11, heroism: 1d6 + 1d6 + 1d10 + 5 ⇒ (3) + (6) + (6) + 5 = 20

    Discard The Uprising to explore

    Cannibal Isle Card 8 is Sea Hag:

    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    BYA Arcane 8, heroism: 1d10 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18
    Play Bottled Lightning, sending it to Recovery
    Combat 11, heroism: 1d8 + 3 + 3d8 + 1d6 + 1d6 + 2 ⇒ (1) + 3 + (2, 1, 2) + (5) + (2) + 2 = 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 Albatross. Cogsnap Goodies are Potion of the Ocean and Potion of Healing. Choose Potion of the Ocean.

    Discard The Inquisitor to explore

    Cannibal Isle Card 9 is Social Niceties:

    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Play Acid Flask, sending Elixir of Focus to Recovery
    Disable 14, heroism: 1d8 + 5 + 2d6 + 1d6 ⇒ (8) + 5 + (1, 5) + (6) = 25

    Bury Potion of the Ocean to draw Random Ally 1: Haneilius Fitch (Ally 3)

    Recharge Haneilius Fitch to explore

    Cannibal Isle Card 10 is Kapre:

    SS
    Monster 5
    Traits:
    Plant
    To Defeat:
    Combat 20
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    BYA Wis 12, heroism: 1d6 + 1d6 ⇒ (3) + (3) = 6 No spells or weapons in hand, so Combat dmg is 0.
    Play Acid Flask, sending Elixir of Healing to Recovery
    Combat 20, heroism, 2 Oloch cards: 1d8 + 3 + 2d6 + 1d6 + 2 + 1d6 + 4 ⇒ (6) + 3 + (2, 5) + (4) + 2 + (3) + 4 = 29

    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 Acid Flask. Cogsnap Goodies are Y and Z. Choose TBD.

    BR, please give me one random Alch/Liquid Item.

    Location is empty - attempt to close

    Str 6, heroism: 1d6 + 1d6 ⇒ (4) + (5) = 9

    Cannibal Isle is closed

    When Permanently Closed: On closing, add all your buried allies to your hand. - N/A

    End turn, sending TBD to Recovery instead of Potion of Heroism

    Recovery Phase:
    Cogsnap Power: During recovery, you may discard Alchemical boons instead of banishing them.
    Lab Coat goes to discards
    Recharge Liquid Courage? Craft 11, heroism: 1d10 + 5 + 1d6 ⇒ (6) + 5 + (2) = 13
    Recharge Bottled Lightning? Craft 13, heroism: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (5) = 20
    Recharge Elixir of Focus? Craft 10, heroism: 1d10 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14
    Recharge Elixir of Healing? Craft 6, heroism: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (1) = 7
    Recharge TBD? Craft ?, heroism: 1d10 + 5 + 1d6 ⇒ (6) + 5 + (3) = 14 No matter what TBD is, this will almost definitely be sufficient for it to recharge - putting it there for now and will update if needed.

    Reset Hand
    Location Power: After you reset your hand, bury an ally. Is this still in effect now that the location is closed? If so, bury Lady Cerise Bloodmourn.

    At the start of Oloch's turn, bury to Recovery Impossible Bottle to recharge cards from discards
    Discards recharged: 1d4 + 1 ⇒ (4) + 1 = 5
    Recharge Impossible Bottle? Craft 9, heroism: 1d10 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15

    Turn Summary:
    * Closed Cannibal Isle
    * Need one random (liquid/alchemical) item

    "

    Cogsnap wrote:

    Hand: Fire Lance, Poisoned Sand Tube, Dragon's Breath, Token of Remembrance, Alkali Flask, Crystalline Carnivore, Lady Cerise Bloodmourn,

    Displayed: Potion of Heroism,
    Deck: 13 Discard: 7 Buried: 2
    Current Location: Cannibal Isle
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Our new ship - Wavecrest - WHEN COMMANDING THIS SHIP: Reduce Structural damage to this ship by 1 for each character on the ship; If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Potion of Healing, Haneilius Fitch, Liquid Courage, Bottled Lightning, Elixir of Focus, Elixir of Healing, TBD, Acid Flask (Classic), The Prince of Pain, Deathtrap in a Jar, Albatross, The Uprising, Impossible Bottle,
    Discard Pile: Flensing Jelly (Core), Anesthetizing Slime, Blackfingers, Blessing of the Gods, Monkey, The Inquisitor, Laboratory Coat,
    Buried Pile: Canteen, Potion of the Ocean,

    Skills and Powers:
    SKILLS
    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 ([X] +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.""

    "


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour: Norgorber
    Hour Power:
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: If you play a blessing during your exploration, you may explore again.
    Explore: None
    Reveal Voidglass Armor to heal myself
    Heal: 1d4 + 1 ⇒ (2) + 1 = 3
    RNG: 1d7 + 1d6 + 1d5 ⇒ (1) + (6) + (3) = 10
    Urgathoa's GLuttony
    Divine 7: 2d8 + 2 ⇒ (4, 4) + 2 = 10

    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

    "

    Oloch wrote:

    Hand: Instant Armor, Cruel Longsword, Resist Energy, Dragonbane Greataxe, Blessing of the Gods, Deathgrip,

    Displayed: Magic Spiked Full Plate, Magic Chain Mail,
    Deck: 8 Discard: 6 Buried: 5
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pig, Banner of the Ancient Kings, Thundering Earthbreaker, The Healing Light, Orison 3, Divine Blaze, Blessing of Asmodeus, Giantbane Greataxe
    Recharged:
    Discard Pile: The Father of Creation, Divine Insight, Blessing of the Gods 2, Blessing of Gozreh, Voidglass Armor, Urgathoa's Gluttony,
    Buried Pile: Shock Glaive, Gorum's Iron, Our Lord in Iron, Holy Stone, Wormsmyte,

    Skills and Powers:
    SKILLS
    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.

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Liquid Ice
    SS Item 2
    Traits: Liquid Attack Cold Ranged Alchemical Elite
    To Acquire: Intelligence Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

    Spoiler:
    Tot Flask
    SS Item B
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

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

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Spoiler:
    Liquid Ice
    SS Item 2
    Traits: Liquid Attack Cold Ranged Alchemical Elite
    To Acquire: Intelligence Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Scenario Level (#): 4

    Turn: 16, Reiko/Gimry

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Spoiler:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

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

    Spoiler:
    Sea Scourge
    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.

    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Barriers
    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Weapons
    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Spoiler:
    Toxic Blunderbuss +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Telekinesis
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

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

    Spoiler:
    Crown of Swords
    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.

    Spoiler:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Spoiler:
    Wizard's Hook
    SS
    Item 5
    Traits:
    Accessory
    Piercing
    Magic
    To Acquire:
    Arcane
    Melee
    Divine 10
    If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

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

    Allies
    Spoiler:
    Proxy Ally 1
    None
    Ally B
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an ally.

    Spoiler:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Blessings
    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Current Hour:

    Blessing of Gorum:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 Jirelle/TheChu
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Oloch/tcolmaster01
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Oloch/tcolmaster01
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    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: Gannet Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, Jirelle/TheChu, None

    Tempest Cay Card 1:
    Becalmed
    SS
    Barrier 2
    Traits:
    Task
    Aquatic
    Weather
    To Defeat:
    Wisdom
    Survival 8
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
    Tempest Cay Card 2:
    Sandbar
    SS
    Barrier 3
    Traits:
    Task
    Aquatic
    To Defeat:
    Strength
    Knowledge
    Wisdom
    Perception 11
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
    Tempest Cay Card 3:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 4:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.
    Tempest Cay Card 5:
    Adelita Doloruso
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Evoker
    Pirate
    To Defeat:
    Combat 19
    THEN Combat 22
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
    Tempest Cay Card 6:
    Sefina
    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
    Tempest Cay Card 7:
    Speed
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Location #5: Cannibal Isle
    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 #6: Windward Isle
    Closed
    At This Location: If you start your turn at this location, draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    ========================
    Reiko starts her turn.
    Hour: Blessing of Gorum
    Location: Tempest Cay
    Location Power:If this location is occupied, Structural damage to your ship at any location is increased by 1.
    Scenario Powers:

  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Becalmed:

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

    Wisdom 8: 1d6 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9

    Roll Details:

    Wisdom - 1d6
    Blessed - 1d6
    Oloch's Aid - 2

    Discard Winged Serpent to bless, and use 1 of Olochs aid
    For defeating a barrier, draw a new blessing - Blessing of the Gods and discard Starknife

    Discard Gods to explore again

    Sandbar:

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

    Evade that mess and examine top card

    Random Card: 1d6 + 1 ⇒ (1) + 1 = 2

    Welp, it's still there for Jirelle

    As Jirelle attempts to get us through the Tempest Cay an unnatural calm comes over the area.

    Knowing something is amiss, I warn Jirelle of the Sandbar that is right in front of us!

    "

    Reiko wrote:

    Hand: Returning Throwing Axe, Splashbolt Crossbow, Embalming Fluid, Red Mantis Mask,

    Displayed: Impervious Chain Shirt,
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Tempest Cay
    Hero Points: 4
    Used: 1
    NOTES:
    Other: Paizo reroll used for scenario 0-5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Norgorber's Shadow, Gung Ho (Sable Company Marine), Shuriken +1, Blessing of the Quartermaster, Blessing of the Quartermaster (2), Eel Skin Armor, Bloodroot Poison, Blue Star, Good Omen, Imp, Galvanic Chakram +1, Archie (Archer), Staff of Minor Healing
    Recharged:
    Discard Pile: Muatagoci (Skoan-quah Boneslayer), The Winged Serpent, Returning Starknife, Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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 Card of Tempest Cay
    Acquired Random Blessing 1 - BotGods
    Shuffled Tempest Cay, but top card is still card 2
    Used Oloch power once


  • Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of Asmodeus
    Hour Power:No effect.
    Location: Tempest Cay
    Location Power: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    Scenario Powers: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

    Jirelle explores the Tempest Cay.

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

    BYA: Both Oloch and Cogsnap are moved to Tempest Cay

    Reveal Bloodcrow Rapier to add Swashbuckling trait against a bane

    Wisdom 11: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (8) = 10

    Roll Details:

    Wisdom: 1d8+1
    Bless: 1d8+

    Reroll the 1 using Jirelle's Swashbuckling power

    Wisdom 11: 1d8 + 1 + 8 ⇒ (3) + 1 + 8 = 12

    Roll Details:

    Wisdom: 1d8+1
    Bless: 1d8+

    Finishing their other encounters, the whole crew converges at the Tempest Cay just as Jirelle steers the ship away from running over the sandbar.

    Jirelle wrote:

    Hand: Venomous Dagger, Shadowless Sword, Menacing Backsword +1, Bloodcrow Rapier, Breastplate of the Deep, Blessing of Norgorber,

    Displayed:
    Deck: 12 Discard: 4 Buried: 1
    Current Location: Tempest Cay
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Blessing of Norgorber - Add 1 die to any check, add 2 dice to any check to acquire a boon
    Movement: Move me to the Tempest Cay next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Zon-Kuthon, Evangelist (Preacher), Gem of Physical Prowess, Captain's Cutlass, Priest of Abadar (Gates), Blessing of the Midnight Lord, Blessing of Abadar, Humanbane Rapier, Naval Hero (Silvertongue), Blessing of the Spy
    Recharged: Burglar (Rot), Sable Company Leathers,
    Discard Pile: Blessing of the Vaultmaster, The Demon's Lantern, Mouse (Ghost), Mask of Stolen Mien,
    Buried Pile: Dragon Pistol,

    Skills and Powers:
    SKILLS
    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:
    - Oloch and Cogsnap move to Tempest Cay
    - Defeated Card 1 of Tempest Cay (Sandbar)


    Deck Handler

    Off turn: draw two Cogsnap Goodies: Liquid Ice and Alchemical Glue. Choose Liquid ice. Then, moved to Tempest Cay on Jirelle's turn.

    It is the hour of Hshurha

    Location Power: If this location is occupied, Structural damage to your ship at any location is increased by 1.

    Free exploration

    Tempest Cay Card 3 is Dire Shark:

    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Play Alkali Flask, sending Tube to Recovery
    Combat 22, heroism: 1d8 + 3 + 3d6 + 1d6 + 2 + 1d6 ⇒ (6) + 3 + (6, 4, 4) + (1) + 2 + (3) = 29 banished

    After you act, the Dire Shark deals 1 Structural damage to your ship. Location Power increases this by 1. Jirelle reduces this by 1 and Wavecrest reduces by 4. 0 Structural dmg.

    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 Token of Remembrance. Cogsnap Goodies are Tot Flask and Powder Keg. Choose Tot Flask.

    Send Tot Flask to search deck for Elixir of Focus and draw it, then shuffle deck.

    Discard Lady Cerise Bloodmourn to explore

    Tempest Cay Card 4:

    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Play Alkali Flask, sending Lance to Recovery
    Combat 22, heroism: 1d8 + 3 + 3d6 + 1d6 + 2 + 1d6 ⇒ (5) + 3 + (3, 5, 4) + (4) + 2 + (2) = 28 banished

    After you act, the Dire Shark deals 1 Structural damage to your ship. Location Power increases this by 1. Jirelle reduces this by 1 and Wavecrest reduces by 4. 0 Structural dmg.

    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 Dragon's Breath. Cogsnap Goodies are Alkali Flask and Liquid Ice. Choose Alkali Flask 2.

    Play Crystalline Carnivore to explore, sending Alkali Flask 2 to Recovery

    Tempest Cay Card 5 is Adelita Doloruso:

    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Evoker
    Pirate
    To Defeat:
    Combat 19
    THEN Combat 22
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    All other locations are closed, so no guard checks are required.

    Ask Oloch to display Resist Energy (Fire) - reducing all Fire dmg at the location by 4 for the rest of the turn.

    BYA, everyone must attempt a Dex/Acro 12 check; success = 2 Fire dmg; fail = 1d4+1 Fire dmg

    Dex 12, heroism: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8
    Fire dmg: 1d4 + 1 ⇒ (3) + 1 = 4 Resist Energy reduces this to 0. Thx, Oloch!

    Crystalline Carnivore adds 1 die to my combat checks during this exploration

    Play Alkali Flask, sending Elixir of Focus to Recovery instead of the Flask, and (Flask power) discarding Carnivore to Recovery to add my Craft skill.
    Combat 19, heroism, carnivore: 2d8 + 3 + 3d6 + 1d6 + 2 + 1d6 + 1d10 + 5 ⇒ (5, 4) + 3 + (3, 6, 4) + (5) + 2 + (6) + (7) + 5 = 50

    Play Alkali Flask, sending it to Recovery
    Ask Oloch to play Blessing of the Gods, using the hour (Hshurha)'s power to add 2 dice.
    Ask Jirelle to freely play Venomous Dagger
    Combat 22, heroism, carnivore, 1 Oloch card: 4d8 + 3 + 3d6 + 1d6 + 2 + 1d6 + 2 + 1d12 ⇒ (7, 5, 1, 4) + 3 + (1, 1, 1) + (2) + 2 + (2) + 2 + (11) = 42

    We win!


    DEVELOPMENT
    Your cutlass rests at Doloruso’s throat as she kneels before you. “Captain’s orders,” she sullenly snarls. “We weren’t here looking for you, though. We were hunting some upstart landlubbers who think they’re pirates. You just got in the way.”

    Well, at least you didn’t put the wind up two of the most infamous pirates to sail the Shackles. Still, something’s not right. When Doloruso saw that someone accidentally got in the way of her plans, she decided to make sure there were no witnesses. That’s positively cutthroat, not to mention seriously lacking in style.

    Since you don’t want the wrath of Harrigan bearing down on you, perhaps it would be prudent to let his first mate go on about her business. She’s generously offered you a promising map and some information about a shrine to some old god. It’s just waiting to be plundered, which is just what you need, since your crew never gets tired of plunder.

    REWARD
    Each character draws a blessing from the box.

    Haneilius Fitch (Ally 3)
    Monkey (Ally 3)
    Imp (Ally 3)
    Albatross (Ally 5)
    Lady Cerise Bloodmourn (Ally 4)
    Breastplate of the Deep (Armor 5)
    Eel Skin Armor (Armor 4)
    Blessing of Hshurha (Blessing 2)
    Blessing of Norgorber (Blessing 5)
    Blessing of Gozreh (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Asmodeus (Blessing 4)
    Blessing of Asmodeus (Blessing 4)
    Blessing of Gozreh (Blessing B)
    Token of Remembrance (Item B)
    Liquid Ice (Item 2)
    Tot Flask (Item B)
    Potion of the Ocean (Item 3)
    Alkali Flask (Item 4)
    Bottled Lightning (Item 5)
    Potion of Healing (Item B)
    Instant Armor (Spell B)
    Holy Stone (Spell 1)
    Resist Energy (Spell 4)
    Dragon Pistol (Weapon B)


    0-5B: THE PLAY’S THE THING

    Adelita Doloruso’s information led you back to Hell Harbor, but this time, you’re staying out of the taverns. No more rum, no more old men telling tales. You’ve learned your lesson. Yessir.

    To pass the time while you wait on an informant, you wander along the waterfront and come across a ramshackle building with a sign out front that reads “THEATER OF CORRUPTION —SHOWS NIGHTLY AT DUSK. BE AFRAID.” Now that sounds like as good a time as you can have sober!

    You return at nightfall, pay your handful of coppers, and sit down. As the curtain goes up, you are startled to see an amazingly realistic combat acted out between a human in filthy, scruffy rags and a player dressed as a massive spiny devil. It’s an impressive costume—you can’t see any seams or eye holes. The props department in this place must be worth its weight in gold.

    With a yell and a heave, the barbarian smashes the devil downstage, and it lands with bone-crushing impact on the front row. Screams ring out, blood f lies, and you realize that the devil is real. Everybody’s screaming and shoving, and unless somebody takes control of this situation soon, nobody will be escaping this place alive.


    During This Adventure:

    During This Scenario:

    Additional Rules: When you acquire an ally from a location deck, put it under
    this card.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Liquid Ice
    SS Item 2
    Traits: Liquid Attack Cold Ranged Alchemical Elite
    To Acquire: Intelligence Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

    Spoiler:
    Potion of Heroism
    SS Item 1
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

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

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Scenario Level (#): 4

    Turn: 0, Cogsnap/AbrahamZ.

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

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

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

    Spoiler:
    Swamp Ghoul
    SS
    Monster B
    Traits:
    Undead
    Ghoul
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Spoiler:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Spoiler:
    Coral Golem
    SS
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

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

    Spoiler:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

    Spoiler:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Spoiler:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

    Spoiler:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Keen Falcata +1
    SS
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

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

    Spells
    Spoiler:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Ring of Wave Walking
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Spoiler:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Spoiler:
    Liquid Ice
    SS
    Item 2
    Traits:
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite
    To Acquire:
    Intelligence
    Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Spoiler:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Spoiler:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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

    Spoiler:
    Sefina
    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

    Spoiler:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

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

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

    Blessings
    Spoiler:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Oloch/tcolmaster01
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Reiko/Gimry:
    Spoiler:
    Hourglass Card 2 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 3 Jirelle/TheChu
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Oloch/tcolmaster01
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Reiko/Gimry:
    Spoiler:
    Hourglass Card 6 Reiko/Gimry
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 7 Jirelle/TheChu
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Reiko/Gimry:
    Spoiler:
    Hourglass Card 10 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 11 Jirelle/TheChu
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Cogsnap/AbrahamZ.
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Oloch/tcolmaster01
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Reiko/Gimry:
    Spoiler:
    Hourglass Card 14 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 15 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Reiko/Gimry:
    Spoiler:
    Hourglass Card 18 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 19 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 Cogsnap/AbrahamZ.
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 21 Oloch/tcolmaster01
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Reiko/Gimry:
    Spoiler:
    Hourglass Card 22 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 23 Jirelle/TheChu
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Cogsnap/AbrahamZ.
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Reiko/Gimry:
    Spoiler:
    Hourglass Card 26 Reiko/Gimry
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 27 Jirelle/TheChu
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Cogsnap/AbrahamZ.
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 29 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 30 Reiko/Gimry:
    Spoiler:
    Hourglass Card 30 Reiko/Gimry
    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.

    Plunder Deck
    W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

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

    Location #2: Safe House
    At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #6: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Starting Location: Theater

    "

    Oloch wrote:

    Hand: The Healing Light, Gorum's Iron, Voidglass Armor, Magic Chain Mail, Pig, Shock Glaive,

    Displayed:
    Deck: 15 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Cruel Longsword, Thundering Earthbreaker, Wormsmyte, Banner of the Ancient Kings, The Father of Creation, Dread Helm, Urgathoa's Gluttony, Orison 3, Deathgrip, Magic Spiked Full Plate, Divine Blaze, Dragonbane Greataxe, Giantbane Greataxe, Divine Insight
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    "

    Reiko wrote:

    Hand: Returning Starknife, Venomous Fighting Fan +1, Shuriken +1, Galvanic Chakram +1, Blessing of the Quartermaster (2),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: House of Stolen Kisses
    Hero Points: 4
    Used: 1
    NOTES:
    Other: Paizo reroll used for scenario 0-5B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blue Star, Archie (Archer), Blessing of the Quartermaster, Impervious Chain Shirt, The Winged Serpent, Red Mantis Mask, Norgorber's Shadow, Returning Throwing Axe, Staff of Minor Healing, Bloodroot Poison, Embalming Fluid, Muatagoci (Skoan-quah Boneslayer), Good Omen, Splashbolt Crossbow, Gung Ho (Sable Company Marine)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Jirelle starts at the Festhall.

    If she's going to fight through a demented production of Pirates of Penzance, Jirelle wants to at least get some serious drink at the same time.

    Jirelle wrote:

    Hand: Captain's Cutlass, Evangelist (Preacher), Burglar (Rot), Blessing of the Midnight Lord, The Demon's Lantern, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Festhall
    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
    * Evangelist - Add 1d4 to any local check
    * Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    * Blessing of Zon-Kuthon - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    Movement: Move me to the House of Stolen Kisses or Safe House next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mouse (Ghost), Priest of Abadar (Gates), Gem of Physical Prowess, Sable Company Leathers, Bloodcrow Rapier, Heister (Fingers), Blessing of Abadar, Shadowless Sword, Mask of Stolen Mien, Venomous Dagger, Blessing of the Vaultmaster, Blessing of the Spy, Menacing Backsword +1, Humanbane Rapier, Naval Hero (Silvertongue)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.


    Deck Handler

    Start at Tengu Rookery

    "

    Cogsnap wrote:

    Hand: Elixir of Healing, Potion of Heroism, Alkali Flask, Elixir of Focus, Anesthetizing Slime, Deathtrap in a Jar, The Prince of Pain, Blackfingers,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Tengu Rookery
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flensing Jelly (Core), Canteen, Alchemist's Suit, Dragon's Breath, Liquid Courage, Crystalline Carnivore, Acid Flask (Classic), Fire Lance, The Inquisitor, Impossible Bottle, Poisoned Sand Tube, The Uprising
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X] or recharge) Alchemical boons instead of banishing them.
    Add 1d6 ([X] +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.""

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you acquire an ally from a location deck, put it under
    this card.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Liquid Ice
    SS Item 2
    Traits: Liquid Attack Cold Ranged Alchemical Elite
    To Acquire: Intelligence Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

    Spoiler:
    Potion of Heroism
    SS Item 1
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

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

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Scenario Level (#): 4

    Turn: 1, Oloch/tcolmaster01

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Sea Drake
    SS
    Monster B
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 14
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Spoiler:
    Tetrolimulus
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 23
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

    Spoiler:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Barriers
    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Spoiler:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Spoiler:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

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

    Weapons
    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spoiler:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

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

    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Spoiler:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spells
    Spoiler:
    Animated Weapon
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Wall of Fire
    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.

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

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

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Wilderness Studded Leather
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Spellmaster's Tricorne
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Spoiler:
    Ring of the Beasts
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Spoiler:
    Jellyfish Cape
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
    Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

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

    Spoiler:
    Spyglass
    SS
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Allies
    Spoiler:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Pierce Jerrell
    SS
    Ally 3
    Traits:
    Human
    Sorcerer
    Captain
    Pirate
    To Acquire:
    Intelligence
    Arcane 6
    OR Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Current Hour:

    Blessing of Abadar:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Reiko/Gimry:
    Spoiler:
    Hourglass Card 1 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 2 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Cogsnap/AbrahamZ.
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Reiko/Gimry:
    Spoiler:
    Hourglass Card 5 Reiko/Gimry
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 6 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Oloch/tcolmaster01
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Reiko/Gimry:
    Spoiler:
    Hourglass Card 9 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 10 Jirelle/TheChu
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 12 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Reiko/Gimry:
    Spoiler:
    Hourglass Card 13 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 14 Jirelle/TheChu
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Cogsnap/AbrahamZ.
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Oloch/tcolmaster01
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Reiko/Gimry:
    Spoiler:
    Hourglass Card 17 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 18 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Cogsnap/AbrahamZ.
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 20 Oloch/tcolmaster01
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Reiko/Gimry:
    Spoiler:
    Hourglass Card 21 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 22 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 23 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 24 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Reiko/Gimry:
    Spoiler:
    Hourglass Card 25 Reiko/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 26 Jirelle/TheChu
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 27 Cogsnap/AbrahamZ.
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 28 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Reiko/Gimry:
    Spoiler:
    Hourglass Card 29 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Theater of Corruption Card 2:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Theater of Corruption Card 3:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Theater of Corruption Card 4:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Theater of Corruption Card 5:
    Trident +1
    SS
    Weapon 2
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
    Theater of Corruption Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Theater of Corruption Card 7:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Theater of Corruption Card 8:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Theater of Corruption Card 9:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 10:
    Periscope
    SS
    Item 2
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 8
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    Location #2: Safe House
    At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Safe House Card 1:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Safe House Card 2:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Safe House Card 3:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
    Safe House Card 4:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 5:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Safe House Card 6:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Safe House Card 7:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Safe House Card 8:
    Isawyn the Diva
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Bard
    To Defeat:
    Combat 21
    OR Arcane 15
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
    "Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
    Safe House Card 9:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 10:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #3: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None
    House of Stolen Kisses Card 1:
    Phantom Fog
    SS
    Barrier 5
    Traits:
    Obstacle
    Weather
    To Defeat:
    Wisdom
    Survival 15
    If undefeated, move to a random open location and shuffle this card into that location.
    House of Stolen Kisses Card 2:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 3:
    Proxy Ally 1
    None
    Ally B
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an ally.
    House of Stolen Kisses Card 4:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    House of Stolen Kisses Card 5:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 6:
    Gorebeard Trench
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Barbarian
    To Defeat:
    Combat 22
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 7:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    House of Stolen Kisses Card 9:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    House of Stolen Kisses Card 10:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #4: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Torture Pit Card 2:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 3:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Torture Pit Card 4:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
    Torture Pit Card 5:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Torture Pit Card 6:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Torture Pit Card 7:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
    Torture Pit Card 8:
    Sea Scourge
    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.
    Torture Pit Card 9:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.
    Torture Pit Card 10:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Jirelle/TheChu, None
    Festhall Card 1:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
    Festhall Card 2:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festhall Card 4:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Festhall Card 5:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
    Festhall Card 6:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
    Festhall Card 7:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Festhall Card 8:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Festhall Card 9:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Festhall Card 10:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/AbrahamZ., None
    Tengu Rookery Card 1:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Tengu Rookery Card 2:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Tengu Rookery Card 3:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Tengu Rookery Card 4:
    Will-o'-Wisp
    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_
    Tengu Rookery Card 5:
    Old Salt's Bandana
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Elite
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add the Swashbuckling trait to your check.
    Tengu Rookery Card 6:
    Fire Lance
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Tengu Rookery Card 7:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Tengu Rookery Card 8:
    Lady Nightshade
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Illusionist
    To Defeat:
    Combat 19
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tengu Rookery Card 9:
    Flaming Longbow +2
    SS
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.
    Tengu Rookery Card 10:
    Archer's Bracers
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour: Abadar
    Hour Power:
    SOT: Display Voidglass Armor, Magic Chain Mail
    Give Card: None
    Move: XX -> YY
    Location Powers: After you play an ally, banish it.
    Explore: Pirate Hunting
    RNG'd SHip

    Man's Promise:

    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_

    The Healing Light
    Wis 6: 2d8 ⇒ (4, 7) = 11
    Defeated
    --Banish Pig to Explore

    Lady Cerise Bloodmourn Int/Knowledge 8 then CHa/Diplo 11

    Will let this card auto fail/banish it.

    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Pirate Hunting
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Oloch wrote:

    Hand: Wormsmyte, Gorum's Iron, Cruel Longsword, Urgathoa's Gluttony, Divine Insight, Shock Glaive,

    Displayed: Voidglass Armor, Magic Chain Mail,
    Deck: 11 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Father of Creation, Thundering Earthbreaker, Banner of the Ancient Kings, Divine Blaze, Giantbane Greataxe, Orison 3, Dread Helm, Dragonbane Greataxe, Our Lord in Iron, Magic Spiked Full Plate, Deathgrip
    Recharged:
    Discard Pile: The Healing Light,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you acquire an ally from a location deck, put it under
    this card.

    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Liquid Ice
    SS Item 2
    Traits: Liquid Attack Cold Ranged Alchemical Elite
    To Acquire: Intelligence Craft 9
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

    Spoiler:
    Potion of Heroism
    SS Item 1
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

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

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Scenario Level (#): 4

    Turn: 2, Reiko/Gimry

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Spoiler:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Spoiler:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

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

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

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

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

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

    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Spoiler:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Weapons
    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

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

    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

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

    Spells
    Spoiler:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Safe Harbor
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Healing
    To Acquire:
    Intelligence
    Arcane 8
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Instant Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 3
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Items
    Spoiler:
    Helpful Haversack
    SS
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

    Spoiler:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Spoiler:
    Gloves of Dueling
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Swashbuckling
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Spoiler:
    Jellyfish Cape
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
    Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

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

    Spoiler:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Conchobhar Turlach Shortstone
    SS
    Ally 1
    Traits:
    Gnome
    Bard
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of Gorum:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Cogsnap/AbrahamZ.
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 Reiko/Gimry
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Oloch/tcolmaster01
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Cogsnap/AbrahamZ.
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Oloch/tcolmaster01
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 17 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Cogsnap/AbrahamZ.
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Oloch/tcolmaster01
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Reiko/Gimry:
    Spoiler:
    Hourglass Card 24 Reiko/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 25 Jirelle/TheChu
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 Cogsnap/AbrahamZ.
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Reiko/Gimry:
    Spoiler:
    Hourglass Card 28 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Theater of Corruption Card 2:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Theater of Corruption Card 3:
    Trident +1
    SS
    Weapon 2
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
    Theater of Corruption Card 4:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Theater of Corruption Card 5:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Theater of Corruption Card 6:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Theater of Corruption Card 7:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 8:
    Periscope
    SS
    Item 2
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 8
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    Location #2: Safe House
    At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Safe House Card 1:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Safe House Card 2:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Safe House Card 3:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
    Safe House Card 4:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 5:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Safe House Card 6:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Safe House Card 7:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Safe House Card 8:
    Isawyn the Diva
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Bard
    To Defeat:
    Combat 21
    OR Arcane 15
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
    "Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
    Safe House Card 9:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 10:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #3: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None
    House of Stolen Kisses Card 1:
    Phantom Fog
    SS
    Barrier 5
    Traits:
    Obstacle
    Weather
    To Defeat:
    Wisdom
    Survival 15
    If undefeated, move to a random open location and shuffle this card into that location.
    House of Stolen Kisses Card 2:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 3:
    Proxy Ally 1
    None
    Ally B
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an ally.
    House of Stolen Kisses Card 4:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    House of Stolen Kisses Card 5:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 6:
    Gorebeard Trench
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Barbarian
    To Defeat:
    Combat 22
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 7:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    House of Stolen Kisses Card 9:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    House of Stolen Kisses Card 10:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #4: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Torture Pit Card 2:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 3:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Torture Pit Card 4:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
    Torture Pit Card 5:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Torture Pit Card 6:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Torture Pit Card 7:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
    Torture Pit Card 8:
    Sea Scourge
    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.
    Torture Pit Card 9:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.
    Torture Pit Card 10:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Jirelle/TheChu, None
    Festhall Card 1:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
    Festhall Card 2:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festhall Card 4:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Festhall Card 5:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
    Festhall Card 6:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
    Festhall Card 7:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Festhall Card 8:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Festhall Card 9:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Festhall Card 10:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/AbrahamZ., None
    Tengu Rookery Card 1:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Tengu Rookery Card 2:
    Darkforest Anemone
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
    Tengu Rookery Card 3:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Tengu Rookery Card 4:
    Will-o'-Wisp
    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_
    Tengu Rookery Card 5:
    Old Salt's Bandana
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Elite
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add the Swashbuckling trait to your check.
    Tengu Rookery Card 6:
    Fire Lance
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Tengu Rookery Card 7:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Tengu Rookery Card 8:
    Lady Nightshade
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Illusionist
    To Defeat:
    Combat 19
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tengu Rookery Card 9:
    Flaming Longbow +2
    SS
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.
    Tengu Rookery Card 10:
    Archer's Bracers
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    ========================
    Reiko starts her turn.
    Hour: Blessing of Gorum
    Location: House of Stolen Kisses
    Location Power:When you acquire an ally, discard a card.
    Scenario Powers:

  • When you acquire an ally from a location deck, put it under this card.

    Phantom Fog:

    SS
    Barrier 5
    Traits:
    Obstacle
    Weather
    To Defeat:
    Wisdom
    Survival 15
    If undefeated, move to a random open location and shuffle this card into that location.

    Wisdom 15: 1d6 + 1d8 + 2 + 1d6 + 2 ⇒ (2) + (3) + 2 + (1) + 2 = 10

    Roll Details:

    Wisdom - 1d6
    Sneak Attack - 1d8+2
    Blessed - 1d6
    Olochs Aid - 2

    Recharge Shuriken to activate Sneak Attack
    Recharge Quartermaster to bless

    Random Location: 1d6 ⇒ 2
    The Phantom Fog and I both move to the Safe House

    As I head to Calistra's temple to gather information and only information, I end up getting lost in a fog bank and end up at a nearby Safe House. Apparently someone doesn't want me at the House of Stolen Kisses.

    "

    Reiko wrote:

    Hand: Returning Starknife, Venomous Fighting Fan +1, Galvanic Chakram +1, Good Omen, Gung Ho (Sable Company Marine),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Safe House
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used for scenario 0-5B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blue Star, Embalming Fluid, Splashbolt Crossbow, Tears of Death, Impervious Chain Shirt, Muatagoci (Skoan-quah Boneslayer), Norgorber's Shadow, Blessing of the Quartermaster, The Winged Serpent, Staff of Minor Healing, Returning Throwing Axe, Archie (Archer), Bloodroot Poison
    Recharged: Shuriken +1, Blessing of the Quartermaster (2),
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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
    Failed to defeat card 1 of Stolen Kisses
    Moved to Safe House and shuffled Phantom Fog into Safe House
    Used 1 of Olochs bonuses


  • Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of Besmara
    Hour Power:No effect.
    Location: Festhall
    Location Power: If your check has the Swashbuckling trait, add 1d4 to it.
    Scenario Powers: When you acquire an ally from a location deck, put it under this card.

    Jirelle explores the Festhall.

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

    Dexterity 12: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

    Roll Details:

    Dexterity: 1d10+4
    Evangelist (Preacher) (Reveal): 1

    Discarding The Demon's Lantern to explore again

    Sandara Quinn:
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Charisma 5: 1d8 + 1 ⇒ (6) + 1 = 7

    Roll Details:

    Charisma: 1d8
    Evangelist (Preacher) (Reveal): 1

    Sandara Quinn is placed under the scenario

    Jirelle takes the time to swig from her tankard, sliding some random weapons away on the table to make room for the more important drink. Catching the eye of another pirate in the festhall, she nods and air-clinks her mug, smiling at her new friend amidst the chaos.

    Jirelle wrote:

    Hand: Captain's Cutlass, Evangelist (Preacher), Burglar (Rot), Blessing of the Midnight Lord, Blessing of Abadar, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Festhall
    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
    * Evangelist - Add 1d4 to any local check
    * Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    * Blessing of Zon-Kuthon - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
    Movement: Move me to the House of Stolen Kisses or Safe House next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Humanbane Rapier, Blessing of the Vaultmaster, Mask of Stolen Mien, Blessing of the Spy, Heister (Fingers), Priest of Abadar (Gates), Shadowless Sword, Naval Hero (Silvertongue), Mouse (Ghost), Gem of Physical Prowess, Sable Company Leathers, Venomous Dagger, Menacing Backsword +1, Bloodcrow Rapier
    Recharged:
    Discard Pile: The Demon's Lantern,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 acquire Card 1 of Festhall (Dragon Pistol +1)
    - Acquired Card 2 (Sandara Quinn)
    - Sandara Quinn is placed under the scenario
    - Discarded The Demon's Lantern


    Deck Handler

    It is the hour of Norgorber This is a blessing 5 is anyone has a way to draw the hour.

    Display Potion of Heroism on Cogsnap.

    Free exploration

    Tengu Rookery Card 1 is Ambush:

    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Wis 9+5=14, heroism: 1d6 + 1d6 ⇒ (2) + (4) = 6
    Undefeated: examine the location deck until finding a monster, which turns out to be the next card. Encounter, with -1 per die.

    Tengu Rookery Card 2 is Darkforest Anemone:

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

    Play Alkali Flask, sending Deathtrap in a Jar to Recovery
    Combat 16, heroism, 1 Oloch card: 1d8 + 3 - 1 + 3d6 - 3 + 1d6 + 2 - 1 + 1d6 - 1 + 2 ⇒ (6) + 3 - 1 + (4, 4, 6) - 3 + (1) + 2 - 1 + (5) - 1 + 2 = 27

    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 Prince of Pain. Cogsnap Goodies are Liquid Ice and Alchemical Glue. Choose Liquid Ice.

    Both Ambush and Darkforest Anemone are banished. Location deck is shuffled.

    Discard Blackfingers to explore
    Shuffled location: 1d8 + 2 ⇒ (1) + 2 = 3

    Tengu Rookery Card 3 is Sabotage:

    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Disable 12, heroism, 2 Oloch cards: 1d8 + 5 + 1d6 + 4 ⇒ (5) + 5 + (1) + 4 = 15

    Play Anesthetizing Slime to explore, sending Elixir of Healing to Recovery

    Shuffled location: 1d8 + 3 ⇒ (5) + 3 = 8

    Tengu Rookery Card 8 is Lady Nightshade:

    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Illusionist
    To Defeat:
    Combat 19
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Send Slime to Recovery to ignore BYA. Also, no other character at the location so no one else needs to summon and encounter a random monster.

    Send Alkali Flask to Recovery
    Combat 19, heroism, 1 Oloch card: 1d8 + 3 + 3d6 + 1d6 + 2 + 1d6 + 2 ⇒ (1) + 3 + (6, 4, 5) + (3) + 2 + (6) + 2 = 32

    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 Elixir of Focus. Cogsnap Goodies are Potion of Heroism and Powder Keg. Choose Potion of Heroism 2.

    When Closing: Banish an item. Banish Liquid Ice.

    Tengu Rookery is closed.

    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character. - Canteen. Don't want to give it to another character. Do I HAVE to recharge it or can I leave it at the top of my deck?

    End turn, sending Potion of Heroism 2 to Recovery instead of Potion of Heroism.
    Location Power: At the end of your turn, you may examine the top card of another location deck. (does this still apply now that the location is closed? If so, I will examine the top card of Oloch's location)

    Recovery Phase:
    Cogsnap Power: During recovery, you may discard or recharge Alchemical boons instead of banishing them.
    All the boons in recovery are alchemical, so they all auto-recharge. Note that - per question above - if I had to recharge Canteen then it will be just above all of these cards.

    Reset Hand, drawing Canteen first, unless I had to recharge it earlier, in which case I need to add 1 more card to my hand

    Edit: per discord, do not recharge Canteen, which means that it is the first card drawn. No need to change my hand but I will display Canteen.

    "

    Cogsnap wrote:

    Hand: Poisoned Sand Tube, Dragon's Breath, Alchemist's Suit, Canteen, Acid Flask (Classic), Crystalline Carnivore, Flensing Jelly (Core), The Inquisitor,

    Displayed: Potion of Heroism,
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Tengu Rookery
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Liquid Courage, Fire Lance, The Uprising, Impossible Bottle
    Recharged: Deathtrap in a Jar, Elixir of Healing, Anesthetizing Slime, Alkali Flask, Potion of Heroism 2,
    Discard Pile: The Prince of Pain, Blackfingers, Elixir of Focus,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X] or recharge) Alchemical boons instead of banishing them.
    Add 1d6 ([X] +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.""

    "


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour:BotG
    Hour Power:
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: After you play an ally, banish it.
    Explore: Raise Dead
    Reiko Good Omen, Urgathoa's Gluttony
    Divine 12: 2d8 + 2 + 6 ⇒ (8, 1) + 2 + 6 = 17

    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: Raise Dead
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Oloch wrote:

    Hand: Wormsmyte, Gorum's Iron, Cruel Longsword, Raise Dead, Divine Insight, Shock Glaive,

    Displayed: Voidglass Armor, Magic Chain Mail,
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Father of Creation, Magic Spiked Full Plate, Our Lord in Iron, Deathgrip, Thundering Earthbreaker, Giantbane Greataxe, Divine Blaze, Orison 3, Banner of the Ancient Kings, Dragonbane Greataxe, Dread Helm
    Recharged:
    Discard Pile: The Healing Light, Urgathoa's Gluttony,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


    During This Adventure:

    During This Scenario:

    Additional Rules: When you acquire an ally from a location deck, put it under
    this card.
    Sandara Quinn
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

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

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

    Spoiler:
    Alkali Flask
    SS Item 4
    Traits: Liquid Attack Acid Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

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

    [/spoiler]

    Scenario Level (#): 5

    Turn: 6, Reiko/Gimry

    Party's current ship: Man's Promise:

    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_
    :

    Random Cards:

    Monsters
    Spoiler:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

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

    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

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

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

    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

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

    Weapons
    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Spoiler:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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

    Spells
    Spoiler:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Spyglass
    SS
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

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

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

    Spoiler:
    Ring of Regeneration
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude
    Divine 11
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Allies
    Spoiler:
    Besmaran Priest
    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.

    Spoiler:
    Imp
    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.

    Spoiler:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Spoiler:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

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

    Spoiler:
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Cogsnap/AbrahamZ.
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Oloch/tcolmaster01
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 Reiko/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Cogsnap/AbrahamZ.
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Oloch/tcolmaster01
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Cogsnap/AbrahamZ.
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Oloch/tcolmaster01
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 17 Jirelle/TheChu
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Oloch/tcolmaster01
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 Reiko/Gimry
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 Jirelle/TheChu
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Cogsnap/AbrahamZ.
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Reiko/Gimry:
    Spoiler:
    Hourglass Card 24 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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: Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Theater of Corruption Card 2:
    Trident +1
    SS
    Weapon 2
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
    Theater of Corruption Card 3:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Theater of Corruption Card 4:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Theater of Corruption Card 5:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Theater of Corruption Card 6:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Theater of Corruption Card 7:
    Periscope
    SS
    Item 2
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 8
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    Location #2: Safe House
    At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 4 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None
    Safe House Card 1:
    Phantom Fog
    SS
    Barrier 5
    Traits:
    Obstacle
    Weather
    To Defeat:
    Wisdom
    Survival 15
    If undefeated, move to a random open location and shuffle this card into that location.
    Safe House Card 2:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Safe House Card 3:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Safe House Card 4:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
    Safe House Card 5:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 6:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Safe House Card 7:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Safe House Card 8:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Safe House Card 9:
    Isawyn the Diva
    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Bard
    To Defeat:
    Combat 21
    OR Arcane 15
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
    "Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
    Safe House Card 10:
    Shark Skin Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Safe House Card 11:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #3: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None
    House of Stolen Kisses Card 1:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 2:
    Proxy Ally 1
    None
    Ally B
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an ally.
    House of Stolen Kisses Card 3:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    House of Stolen Kisses Card 4:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 5:
    Gorebeard Trench
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Barbarian
    To Defeat:
    Combat 22
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 6:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 7:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    House of Stolen Kisses Card 8:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    House of Stolen Kisses Card 9:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Location #4: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Torture Pit Card 2:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 3:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
    Torture Pit Card 4:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
    Torture Pit Card 5:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Torture Pit Card 6:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Torture Pit Card 7:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
    Torture Pit Card 8:
    Sea Scourge
    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.
    Torture Pit Card 9:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.
    Torture Pit Card 10:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Jirelle/TheChu, None
    Festhall Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festhall Card 2:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Festhall Card 3:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
    Festhall Card 4:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
    Festhall Card 5:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Festhall Card 6:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Festhall Card 7:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Festhall Card 8:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Tengu Rookery
    Closed
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/AbrahamZ., None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    ========================
    Reiko starts her turn.
    Hour: Blessing of Kelizandri
    Location: Safe House
    Location Power:At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
    Scenario Powers:

  • When you acquire an ally from a location deck, put it under this card.

    Location power - Recharge Chakrim to examine location - Phantom Fog. UGH!

    Move back to House of Stolen Kisses

    Crimson Cogward:

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

    Charisma 7: 1d8 + 2 ⇒ (3) + 2 = 5

    Roll Details:

    Charisma - 1d8+2

    Discard Gung Ho to explore again.
    Proxy Ally

    Holding while I figure out what this is


  • STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Besmaran Priest:

    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.

    Charisma 6: 1d8 + 2 ⇒ (8) + 2 = 10

    Roll Details:

    Charisma - 1d8+2

    Place Besmaran Priest under the scenario
    Discard Returning Starknife for location power

    Heading back to Calistra's temple, I come across a rogue and priest. The rogue wants nothing to do with me and turns in a huff. I may need to keep an eye on them. The Priest however, is ready and willing to talk.

    "

    Reiko wrote:

    Hand: Venomous Fighting Fan +1, Splashbolt Crossbow, Returning Throwing Axe, Bloodroot Poison, The Winged Serpent,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: House of Stolen Kisses
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • Winged Serpent Recharges to Bless Distant Checks (Discards for Local)
    Other: Paizo reroll used for scenario 0-5B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blue Star, Muatagoci (Skoan-quah Boneslayer), Blessing of the Quartermaster, Impervious Chain Shirt, Embalming Fluid, Tears of Death, Norgorber's Shadow, Staff of Minor Healing, Archie (Archer)
    Recharged: Shuriken +1, Blessing of the Quartermaster (2), Galvanic Chakram +1,
    Discard Pile: Gung Ho (Sable Company Marine), Returning Starknife,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)(☑ or your check to defeat a barrier or close or guard your location), 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
    Examine top of Safe House - Shuffle the location (Location Power)
    Move to House of Stolen Kisses
    Banish card 1 and 2 from House
    Acquire Random Ally 1 and place them under the scenario


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    ========================
    Jirelle starts her turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Festhall
    Location Power: If your check has the Swashbuckling trait, add 1d4 to it.
    Scenario Powers: When you acquire an ally from a location deck, put it under this card.

    Jirelle explores the Festhall.

    Blessing of the Gods:
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Discarding Blessing of the Gods to explore again

    Tot Flask:
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Auto-fail that, saving remaining blessings for now in case others want/need them

    Most of the festhall is still in disarray after the reveal during the performance. With people still running around with their heads cut off, it's hard for Jirelle to make a concentrated search as she proceeds with more caution than usual. Perhaps the drink is affecting her more than she thinks!

    Jirelle wrote:

    Hand: Captain's Cutlass, Evangelist (Preacher), Burglar (Rot), Blessing of the Midnight Lord, Blessing of Abadar, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Festhall
    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
    * Evangelist - Add 1d4 to any local check
    * Blessing of the Midnight Lord - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    * Blessing of Zon-Kuthon - Add 1 die to any check, add 2 dice to any Constitution check or check with the Finesse trait
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
    Movement: Move me to the House of Stolen Kisses or Safe House next, if necessary
    Other: Ahoy, I'm Jirelle! I'm sure we'll make a fine crew!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Priest of Abadar (Gates), Venomous Dagger, Heister (Fingers), Humanbane Rapier, Gem of Physical Prowess, Blessing of the Vaultmaster, Shadowless Sword, Mouse (Ghost), Blessing of the Spy, Menacing Backsword +1, Naval Hero (Silvertongue), Mask of Stolen Mien, Bloodcrow Rapier, Sable Company Leathers
    Recharged:
    Discard Pile: The Demon's Lantern, Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 Festhall (Blessing of the Gods)
    - Failed to acquire Card 2 (Tot Flask)
    - Discarded Blessing of the Gods


    Deck Handler

    It is the hour of Hshurha

    Move to: Safe House
    Location Power: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.

    Free exploration
    Shuffled Safe House: 1d11 ⇒ 2

    Safe House Card 2 is Acolyte:

    SS
    Ally B
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Arcane 6, heroism: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (5) = 18
    Put Acolyte under the scenario card.

    Banish Jelly to Recovery to explore
    Shuffled Safe House: 1d11 ⇒ 7

    Safe House Card 7 is Monkey:

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

    Wis 9, heroism: 1d6 + 1d6 ⇒ (1) + (2) = 3 banished

    Play Carnivore to explore, sending Tube to Recovery
    Shuffled Safe House: 1d11 ⇒ 4

    Safe House Card 4 is Drowning Spikes Trap:

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

    Disable 7, heroism: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (6) = 14

    Play the Inquisitor to explore
    Shuffled Safe House: 1d11 ⇒ 7
    Shuffled Safe House: 1d11 ⇒ 10

    Safe House Card 10 is Shark Skin Armor:

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

    Con 7, heroism, 1 Oloch card: 1d6 + 1d6 + 2 ⇒ (5) + (2) + 2 = 9

    Play Carnivore to explore, sending Alchemist's Suit to Recovery
    Shuffled Safe House: 1d11 ⇒ 8

    Safe House Card 8 is Tessa Fairwind:

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

    Dex 7, heroism: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8
    Cha 9, heroism: 1d6 + 1d6 ⇒ (4) + (6) = 10
    Put Tessa under the scenario card.

    Send Carnivore to Recovery to explore
    Shuffled Safe House: 1d11 ⇒ 9

    Safe House Card 9 is Isawyn the Diva (Villain!):

    SS
    Villain 5
    Type: Monster
    Traits:
    Human
    Bard
    To Defeat:
    Combat 21
    OR Arcane 15
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
    "Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn

    Will pause turn until guard checks are complete.


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Guard Check: Choose a random other location and succeed at its When Closing requirement.
    RNG: 1d5 ⇒ 4

    Summon and Defeat the Henchmen Buccaneer

    Buccaneer:

    Henchman
    Type: Monster
    Traits: Human Pirate Veteran
    To Defeat: Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

    Shock Glaive
    Combat 13: 1d12 + 1d10 + 1d4 + 5 ⇒ (7) + (7) + (2) + 5 = 21

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