[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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Deck Handler

Villain encounter after guard checks are complete:

Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
Wis 11, heroism: 1d6 + 1d6 ⇒ (5) + (5) = 10

Ask Reiko to recharge Winged Serpent to Bless
Arcane 15, 3 Oloch cards (if still available), heroism: 2d10 + 4 + 6 + 1d6 ⇒ (1, 5) + 4 + 6 + (5) = 21

Villain is defeated but escapes to Torture Pit (presuming that all 3 other open locations were guarded)

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 Bottled Lightning (item 5!) and Alkali Flask. Choose Bottled Lightning.

Safe House is closed and other cards there are banished.

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.

End turn, sending Bottled Lightning to Recovery instead of Potion of Heroism

Recovery Phase:
Cogsnap Power: During recovery, you may discard or recharge Alchemical boons instead of banishing them.
Auto-recharge all cards (which are all Alchemical)

Reset Hand, recharging Shark Skin Armor

At the start of Oloch's turn:

Send Elixir of Healing to Recovery to heal self
Healing: 1d4 + 1 ⇒ (2) + 1 = 3 Randomly heal: Prince of Pain, Blackfingers, Inquisitor

Display Impossible Bottle and Liquid Courage

Auto recharge Elixir of Healing

"

Cogsnap wrote:

Hand: Fire Lance, Acid Flask (Classic), Deathtrap in a Jar, Anesthetizing Slime, The Uprising,

Displayed: Potion of Heroism, Canteen, Liquid Courage, Impossible Bottle,
Deck: 13 Discard: 1 Buried: 0
Current Location: Safe House
Hero Points: 6
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

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): Poisoned Sand Tube, Alkali Flask, Potion of Heroism 2, Shark Skin Armor, Alchemist's Suit, Crystalline Carnivore, Dragon's Breath, Flensing Jelly (Core), Bottled Lightning, The Prince of Pain, The Inquisitor, Blackfingers
Recharged: Elixir of Healing,
Discard Pile: 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.""

"


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

Guarding the Festhall

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.

Combat 18 (8+5+5): 1d10 + 4 + 2 + 1d6 + 1 + 1 + 1d4 ⇒ (9) + 4 + 2 + (1) + 1 + 1 + (4) = 22

Roll Details:

Melee (Finesse): 1d10+4+2
Captain's Cutlass (Reveal): 1d6+1
Evangelist (Preacher) (Reveal): 1
Miscellaneous: Location Power (Swashbuckling): 1d4

Success!


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

Out of Turn Updates: Draw cards back into hand

Turn - Hour: Hshurha
Hour Power:
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: After you play an ally, banish it.
Explore: Shackles Pirate
Shock Glaive
Combat 15: 1d12 + 1d10 + 1d4 + 5 ⇒ (2) + (5) + (2) + 5 = 14
Combat 15 Paizo Product Reroll: 1d12 + 1d10 + 1d4 + 5 ⇒ (6) + (8) + (2) + 5 = 21
Defeatated
Oloch ends their turn.

Oloch attempts to recover all cards in their Recovery pile.

Oloch resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Shackles Pirate
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, Deathgrip, Divine Blaze, Our Lord in Iron, Giantbane Greataxe, Orison 3, Banner of the Ancient Kings, Dragonbane Greataxe, Thundering Earthbreaker, 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
Besmaran Priest
Acolyte
COMMANDING SHIP
THRESHER

Cogsnap Goodies:

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.

Scenario Level (#): 5

Turn: 10, 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:
Ghost
SS
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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

Spoiler:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

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

Spoiler:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

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

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

Spells
Spoiler:
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:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 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:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
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:
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:
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.

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

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

Allies
Spoiler:
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.

Spoiler:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Spoiler:
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.

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

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

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

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

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

Current Hour:

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: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Jirelle/TheChu:
Spoiler:
Hourglass Card 1 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 2 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 2 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 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 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 Jirelle/TheChu:
Spoiler:
Hourglass Card 5 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 6 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 6 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 7 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 7 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 8 Reiko/Gimry:
Spoiler:
Hourglass Card 8 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 9 Jirelle/TheChu:
Spoiler:
Hourglass Card 9 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 10 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 10 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Oloch/tcolmaster01:
Spoiler:
Hourglass Card 15 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 16 Reiko/Gimry:
Spoiler:
Hourglass Card 16 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 17 Jirelle/TheChu:
Spoiler:
Hourglass Card 17 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 18 Cogsnap/AbrahamZ.:
Spoiler:
Hourglass Card 18 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 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.

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:
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 2:
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 3:
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 4:
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 5:
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 6:
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
Closed
At This Location: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/AbrahamZ., 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: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Reiko/Gimry, None

House of Stolen Kisses Card 1:
Proxy Ally 1
None
Ally B
Traits:
To Acquire:
Proxy 1
This is a proxy for an ally.
House of Stolen Kisses Card 2:
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 3:
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 4:
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 5:
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 6:
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 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
House of Stolen Kisses Card 8:
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 ?: 2
Located/Displayed Here: None
Torture Pit Card 1:
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 2:
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 3:
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 4:
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 5:
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 6:
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.
Torture Pit Card 7:
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 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.
Torture Pit Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Torture Pit Card 10:
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
Torture Pit Card 11:
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.

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: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/TheChu, None
Festhall Card 1:
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 2:
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 3:
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 4:
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 5:
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 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.

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: 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: 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.

    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.

    Constitution 7: 1d6 + 1d8 + 2 ⇒ (4) + (2) + 2 = 8

    Roll Details:

    Constitution - 1d6
    Sneak Attack - 1d8+2

    Reveal Bloodroot Poison for Sneak Attack

    Draw New Blessing - Blessing of Sivanah. Discard Venomous Fighting Fan

    Discard Blessing of Sivanah to explore again

    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.

    Charisma 7: 1d8 + 2 ⇒ (4) + 2 = 6

    Roll Details:

    Charisma - 1d8+2

    Spying a rather rugged pirate in the corner, I decide to try to get some information out of them about the goings on. Unfortunately, before I can get much out of him, a curse begins to fill the temple. By the time I get through the curse, the pirate is gone. The poor sap probably succumbed to the curse and is somewhere in the back room losing their lunch.

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Returning Throwing Axe, Bloodroot Poison, Archie (Archer), The Winged Serpent,

    Displayed:
    Deck: 11 Discard: 4 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): Blessing of the Quartermaster, Blue Star, Tears of Death, Embalming Fluid, Impervious Chain Shirt, Muatagoci (Skoan-quah Boneslayer), Staff of Minor Healing, Norgorber's Shadow
    Recharged: Shuriken +1, Blessing of the Quartermaster (2), Galvanic Chakram +1,
    Discard Pile: Gung Ho (Sable Company Marine), Returning Starknife, Venomous Fighting Fan +1, Blessing of Sivanah,
    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
    Card 1 of the House was actually acquired my last turn(Besmaran Priest)
    Card 2 and 3 of the house were banished
    Acquired Random Blessing 1 (Blessing of Sivanah)


  • 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 Sivanah
    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.

    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.

    Auto-fail the BYA check

    Combat 15 (12+3): 1d10 + 4 + 2 + 1d6 + 1 + 1d4 + 1d8 ⇒ (10) + 4 + 2 + (4) + 1 + (1) + (1) = 23

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Captain's Cutlass (Reveal): 1d6+1
    Miscellaneous: Location Power (Swashbuckling): 1d4
    Miscellaneous: Slashing: 1d8

    Recharging Blessing of Zon-Kuthon to explore again using Jirelle's Defeat Monster with Swashbuckling Power

    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.

    Combat 19: 1d10 + 4 + 2 + 1d6 + 1 + 1d4 + 1 + 2d10 ⇒ (3) + 4 + 2 + (5) + 1 + (4) + 1 + (7, 2) = 29

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Captain's Cutlass (Reveal): 1d6+1
    Miscellaneous: Location Power (Swashbuckling): 1d4
    Evangelist (Preacher) (Reveal): 1
    Double Bless (Blessing of the Midnight Lord): 2d10

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

    Jirelle's alertness snaps back into focus when a pirate challenges her from behind a large canopy plant. As she approaches, the plant itself attempts to wrap itself around her, but she quickly cuts through the giant leaves. The pirate is shaken by his failed surprise element and quickly falls to a couple of quick strikes from Jirelle's cutlass.

    Jirelle wrote:

    Hand: Captain's Cutlass, Venomous Dagger, Evangelist (Preacher), Burglar (Rot), Blessing of Abadar,

    Displayed: Sable Company Leathers,
    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
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Burglar - Add 1d6 to local check to defeat a barrier
    * Evangelist - Add 1d4 to any local check
    * 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): Shadowless Sword, Menacing Backsword +1, Humanbane Rapier, Gem of Physical Prowess, Mask of Stolen Mien, Bloodcrow Rapier, Mouse (Ghost), Naval Hero (Silvertongue), Blessing of the Spy, Blessing of the Vaultmaster, Priest of Abadar (Gates), Heister (Fingers)
    Recharged: Blessing of Zon-Kuthon, Blessing of the Midnight Lord,
    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:
    - Defeated Card 1, 2 of Festhall (Canopy Creeper, Pirate Guard)
    - Recharged Blessing of Zon-Kuthon, Blessing of the Midnight Lord
    - Displayed Sable Company Leathers on Cogsnap's turn


    Deck Handler

    It is the hour of the Gods.

    Move to: Torture Pit

    Free exploration

    Torture Pit Card 1 is 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.

    Discard The Uprising to bless
    Str 13, heroism, 3 Oloch cards: 2d6 + 1d6 + 6 ⇒ (6, 5) + (2) + 6 = 19

    Banish Deathtrap to Recovery to explore

    Torture Pit Card 2 is 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.

    Wis 11, heroism, 1 Oloch card: 1d6 + 1d6 + 2 ⇒ (6) + (5) + 2 = 13

    Banish Slime to Recovery to explore

    Torture Pit Card 3 is 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.

    Banish Liquid Courage to Recovery to ignore the BYA
    Banish Fire Lance to Recovery for Combat check
    Combat 12, heroism: 4d8 + 1d6 + 2 + 1d6 ⇒ (2, 8, 3, 4) + (5) + 2 + (1) = 25

    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 Wall of Blades. Cogsnap Goodies are Potion of the Ocean and Alchemical Glue. Choose Potion of the Ocean.

    End turn, sending Potion of the Ocean to Recovery instead of Potion of Heroism
    Location Power: 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.
    Con 10, heroism: 1d6 + 1d6 ⇒ (4) + (2) = 6 Bury Bottled Lightning

    Recovery Phase: all cards are alchemical and auto-recharge

    Reset Hand

    At the start of Oloch's turn: display Potion of Heroism 2

    "

    Cogsnap wrote:

    Hand: Keen Rapier +3, Poisoned Sand Tube, Acid Flask (Classic), Alkali Flask, Crystalline Carnivore, The Prince of Pain, Blackfingers,

    Displayed: Potion of Heroism, Canteen, Potion of Heroism 2, Impossible Bottle,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Torture Pit
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Will give Rapier to Jirelle (or anyone who wants it) if they move to my location.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

    Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)

    Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 3)

    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 Inquisitor, Dragon's Breath, Shark Skin Armor, Flensing Jelly (Core), Alchemist's Suit
    Recharged: Elixir of Healing, Deathtrap in a Jar, Anesthetizing Slime, Liquid Courage, Fire Lance, Potion of the Ocean,
    Discard Pile: Elixir of Focus, The Uprising, Wall of Blades,
    Buried Pile: Bottled Lightning,

    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: Trident +1
    Melee 10: 1d12 + 5 ⇒ (2) + 5 = 7
    Fail, Banish.
    --Discard Gorum's Iron to explore
    Shock Glaive
    Shark-Eating Crab Combat 18: 1d12 + 1d10 + 1d4 + 5 ⇒ (8) + (6) + (3) + 5 = 22
    Shark-Eating Crab Combat 18 Success Reroll: 1d12 + 1d10 + 1d4 + 5 ⇒ (6) + (7) + (4) + 5 = 22
    Banished
    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Shark-Eating Crab
    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, Dread Helm, Cruel Longsword, Raise Dead, Divine Insight, Shock Glaive,

    Displayed: Voidglass Armor, Magic Chain Mail,
    Deck: 10 Discard: 3 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): Dragonbane Greataxe, Thundering Earthbreaker, Banner of the Ancient Kings, Our Lord in Iron, Magic Spiked Full Plate, The Father of Creation, Divine Blaze, Orison 3, Giantbane Greataxe, Deathgrip
    Recharged:
    Discard Pile: The Healing Light, Urgathoa's Gluttony, Gorum's Iron,
    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
    Besmaran Priest
    Acolyte
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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.
    v
    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:
    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:
    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:
    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 (#): 5

    Turn: 14, 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:
    Great White Shark
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

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

    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:
    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.

    Spoiler:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

    Barriers
    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.

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

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

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

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

    Spoiler:
    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:
    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.

    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:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your 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:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    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:
    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:
    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.

    Allies
    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:
    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.

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

    Blessings
    Spoiler:
    Blessing of 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.

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

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

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

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 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 2 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 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 3 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 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 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 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 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 7 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 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 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 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 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 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 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 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 14 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 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 15 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 15 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 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.

    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: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    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 2:
    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 3:
    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 4:
    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
    Closed
    At This Location: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None

    House of Stolen Kisses Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/AbrahamZ., 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:
    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 3:
    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.
    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:
    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 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:
    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
    Torture Pit Card 8:
    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.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Jirelle/TheChu, None
    Festhall Card 1:
    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 2:
    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 3:
    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 4:
    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: None


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

    OFF-TURN ACTIONS:
    Missed the Recharge of the Winged Serpent, so recharged that and drew Tears of Death on my turn. At the start of Jirelle's turn, I will display Bloodroot Poison.

    ========================
    Reiko starts her turn.
    Hour: Blessing of Erastil
    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.

    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.

    Combat 27(22+5): 1d10 + 6 + 1d10 + 1d6 + 1d8 + 2 + 1d8 ⇒ (9) + 6 + (7) + (2) + (8) + 2 + (6) = 40

    Roll Details:

    Combat(Ranged) - 1d10+6
    Splashbolt Crossbow - 1d10
    Returning Throwing Axe (Reload) - 1d6
    Sneak Attack - 1d8+2
    Bloodroot Poison - 1d8

    Reveal Tears of Death for Sneak Attack

    Acro 7 is auto close

    WPC Draw a card from discards: 1d4 ⇒ 4 -> BofSivanah

    As I make my way through the Curse, I run into Gorebeard who is running amuck in the temple. Like most foes, he never sees me coming and I effortlessly take him out.

    Realizing that there isn't anything really left to find here, I take a minute to plan my next move.

    Display Bloodroot Poison at the start of Jirelles turn again

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Tears of Death, Archie (Archer), Blessing of Sivanah,

    Displayed: Bloodroot Poison,
    Deck: 12 Discard: 3 Buried: 0
    Current Location: House of Stolen Kisses
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • BoSivanah double blesses Int/Cha
    Other: Paizo reroll used for scenario 0-5B?: N
  • Deck, Discard, Buried:

    Reloaded: Returning Throwing Axe,
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Embalming Fluid, Impervious Chain Shirt, Muatagoci (Skoan-quah Boneslayer), Blue Star, Staff of Minor Healing, Norgorber's Shadow
    Recharged: Shuriken +1, Blessing of the Quartermaster (2), Galvanic Chakram +1, The Winged Serpent,
    Discard Pile: Gung Ho (Sable Company Marine), Returning Starknife, Venomous Fighting Fan +1,
    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 House of Stolen Kisses


  • 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: 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.

    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.

    Dexterity 9: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14

    Roll Details:

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

    Discarding Burglar to examine top card of location deck, exploring if it's a boon

    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.

    Auto-fail that

    The commotion at the festhall starts to wind down as the stragglers are rounded up. Jirelle starts making her final passes of the area, weapons at the ready...

    Jirelle wrote:

    Hand: Captain's Cutlass, Venomous Dagger, Navigator Musket +1, Evangelist (Preacher), Priest of Abadar (Gates), Blessing of Abadar,

    Displayed: Sable Company Leathers,
    Deck: 13 Discard: 3 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
    * Venomous Dagger - Freely add 1d12 and the Poison trait to local combat check
    * Priest of Abadar - Add 1d6 to local check to acquire
    * Evangelist - Add 1d4 to any local check
    * 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, Bloodcrow Rapier, Menacing Backsword +1, Mask of Stolen Mien, Blessing of the Vaultmaster, Heister (Fingers), Mouse (Ghost), Naval Hero (Silvertongue), Blessing of the Spy, Shadowless Sword, Gem of Physical Prowess
    Recharged: Blessing of Zon-Kuthon, Blessing of the Midnight Lord,
    Discard Pile: The Demon's Lantern, Blessing of the Gods, Burglar (Rot),
    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 (Navigator Musket +1)
    - Failed to acquire Card 2 (Dimension Leap)
    - Discarded Burglar


    Deck Handler

    It is the hour of Abadar

    Location Power: 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.

    Con 10, Heroism x2, 1 Oloch card: 1d6 + 1d6 + 1d6 + 2 ⇒ (3) + (1) + (5) + 2 = 11

    Free exploration

    Torture Pit Card 1 is 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 Electricity 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.

    Play Carnivore to ignore BYA, sending Tube to Recovery.
    Play Alkali Flask, sending it to Canteen
    Combat 18, Heroism x2: 1d8 + 3 + 3d6 + 1d6 + 2 + 2d6 ⇒ (6) + 3 + (2, 3, 1) + (1) + 2 + (5, 2) = 25

    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 Keen Rapier +3. Cogsnap Goodies are Alkali Flask 2 and Potion of Healing. Choose Alkali Flask 2.

    Discard Prince of Pain to explore

    Torture Pit Card 2 is 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.

    Cha 11, Heroism x2, Prince of Pain (+3): 1d6 + 2d6 + 3 ⇒ (6) + (1, 3) + 3 = 13
    Put Dindreann under the scenario card.

    Discard Blackfingers to explore

    Torture Pit Card 3 is 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.

    Con 6, heroism x2: 3d6 ⇒ (3, 6, 2) = 11

    Banish Carnivore to Recovery to explore

    Torture Pit Card 4 is 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.

    BYA Dex 13, Heroism x2, 2 Oloch cards: 1d8 + 2 + 2d6 + 4 ⇒ (1) + 2 + (5, 4) + 4 = 16
    Play Acid Flask, sending it to Canteen
    Combat 18 (22), Heroism x2, Carnivore: 2d8 + 3 + 2d6 + 1d6 + 2 + 2d6 ⇒ (8, 4) + 3 + (2, 5) + (1) + 2 + (1, 6) = 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 Blackcloth Armor. Cogsnap Goodies are Tot Flask and Alkali Flask 3. Choose Tot Flask.

    End turn, sending Tot Flask and Alkali Flask 2 to Recovery instead of two Potions of Heroism
    Location Power: 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.
    Con 10, Heroism x2: 1d6 + 2d6 ⇒ (5) + (1, 5) = 11

    Recovery Phase: auto recharge all (alchemical) boons in Recovery

    Reset Hand

    At the start of Oloch's turn: play Elixir of Healing, sending it to Canteen, to heal self.

    Heal self: 1d4 + 1 ⇒ (3) + 1 = 4

    Bury Canteen to draw all the cards on it: Alkali Flask, Acid Flask, Elixir of Healing

    "

    Cogsnap wrote:

    Hand: Dragon's Breath, Alchemist's Suit, Shark Skin Armor, Alkali Flask, Acid Flask (Classic), Elixir of Healing, Flensing Jelly (Core), Deathtrap in a Jar, Anesthetizing Slime, The Inquisitor,

    Displayed: Potion of Heroism, Potion of Heroism 2, Impossible Bottle,
    Deck: 11 Discard: 3 Buried: 2
    Current Location: Torture Pit
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

    Elixir of Healing: local heal 1d4+1

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

    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

    Inquisitor: bless, ignoring immunities and resistances

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crystalline Carnivore, Liquid Courage, Fire Lance, Tot Flask, Poisoned Sand Tube, The Prince of Pain, Keen Rapier +3, Potion of the Ocean, Wall of Blades, The Uprising, Alkali Flask 2
    Recharged:
    Discard Pile: Elixir of Focus, Blackfingers, Blackcloth Armor,
    Buried Pile: Bottled Lightning, Canteen,

    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:Besmara
    Hour Power:
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: After you play an ally, banish it.
    Explore: Protect
    Divine 6: 1d8 + 2 ⇒ (7) + 2 = 9
    Acquired
    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.
    Hand over full, discard Raise Dead
    [u]Summary[/u]
    Acquired: Protect
    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, Dread Helm, Cruel Longsword, Protect, Divine Insight, Shock Glaive,

    Displayed: Voidglass Armor, Magic Chain Mail,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
    Other: Hi I'm Oloch! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Dragonbane Greataxe, Thundering Earthbreaker, Banner of the Ancient Kings, Magic Spiked Full Plate, Orison 3, Deathgrip, The Father of Creation, Giantbane Greataxe, Our Lord in Iron
    Recharged:
    Discard Pile: The Healing Light, Urgathoa's Gluttony, Gorum's Iron, Raise Dead,
    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
    Besmaran Priest
    Dindreann
    Acolyte
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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:
    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 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:
    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 (#): 5

    Turn: 18, 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:
    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:
    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.

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

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

    Barriers
    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

    Spells
    Spoiler:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Divine Fortune
    SS
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your 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 this card.

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    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.

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

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

    Allies
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 12

    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 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 3 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 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 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 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 Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 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 10 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    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 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.
    Theater of Corruption Card 3:
    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
    Closed
    At This Location: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: House of Stolen Kisses
    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 #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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/AbrahamZ., None

    Torture Pit Card 1:
    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 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.
    Torture Pit Card 3:
    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
    Torture Pit Card 4:
    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.

    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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Jirelle/TheChu, None
    Festhall Card 1:
    Monkey
    SS
    Ally 3
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Festhall 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.

    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: 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 the Gods
    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.

    Move to Festhall

    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.

    Auto Fail that

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Returning Throwing Axe, Tears of Death, Archie (Archer), Blessing of Sivanah,

    Displayed: Bloodroot Poison,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Festhall
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • BoSivanah double blesses Int/Cha
    Other: Paizo reroll used for scenario 0-5B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Norgorber's Shadow, Muatagoci (Skoan-quah Boneslayer), Staff of Minor Healing, Embalming Fluid, Blue Star, Impervious Chain Shirt, Blessing of the Quartermaster
    Recharged: Shuriken +1, Blessing of the Quartermaster (2), Galvanic Chakram +1, The Winged Serpent,
    Discard Pile: Gung Ho (Sable Company Marine), Returning Starknife, Venomous Fighting Fan +1,
    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
    Banish card 1 of Festhall


  • 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.

    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.

    Discarding Navigator Musket +1 for monster's ability (I'll be using Melee)

    Combat 20: 1d10 + 4 + 2 + 1d6 + 1 + 1d8 + 1 + 1d10 ⇒ (5) + 4 + 2 + (5) + 1 + (5) + 1 + (8) = 31

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Captain's Cutlass (Discard): 1d6+1+1d8
    Evangelist (Preacher) (Reveal): 1
    Bless (Blessing of Abadar): 1d10

    Attempt to close location

    Buccaneer:
    SS
    Henchman B (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.

    Combat 18 (8+5+5): 1d10 + 4 + 2 + 1d4 + 2 + 1d12 + 1 ⇒ (2) + 4 + 2 + (3) + 2 + (5) + 1 = 19

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Venomous Dagger (Recharge): 1d4+2+1d12
    Evangelist (Preacher) (Reveal): 1

    Reiko joins Jirelle at the festhall and seems uncomfortable with all the people around her, even as the crowd begins to disperse. The swashbuckler stifles a laugh as a monkey randomly swings by Reiko and absolutely perplexes her. Just then, one of the devils jumps out to attack, sensing that it has been cornered. A pirate approaches as well, succumbing to some spell the fiend has cast upon him.

    It takes everything Jirelle has on hand to defeat both of the attackers, slashing at the devil with her cutlass while throwing her poison dagger at the pirate. At the end of the battle, the festhall is finally safe.

    Jirelle wrote:

    Hand: Shadowless Sword, Gem of Physical Prowess, Mouse (Ghost), Evangelist (Preacher), Priest of Abadar (Gates), Blessing of the Vaultmaster,

    Displayed: Sable Company Leathers,
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Festhall
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Mouse - Add 1d4 to local Dexterity or Stealth check
    * Priest of Abadar - Add 1d6 to local check to acquire
    * Evangelist - Add 1d4 to any local 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 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): Bloodcrow Rapier, Blessing of the Spy, Humanbane Rapier, Naval Hero (Silvertongue), Menacing Backsword +1, Mask of Stolen Mien, Heister (Fingers)
    Recharged: Blessing of Zon-Kuthon, Blessing of the Midnight Lord, Venomous Dagger,
    Discard Pile: The Demon's Lantern, Blessing of the Gods, Burglar (Rot), Navigator Musket +1, Captain's Cutlass, Blessing of Abadar,
    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 of Festhall (Sentinel Devil)
    - Closed Festhall
    - Discarded Navigator Musket +1, Captain's Cutlass, Blessing of Abadar
    - Recharged Venomous Dagger


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

    Forgot WPC for Festhall

    Charisma 8: 1d8 + 1 ⇒ (7) + 1 = 8

    Roll Details:

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

    Success! Randomly drawn allies are Royster McCleagh (Ally 2) and Ederleigh Baines (Ally 4). Taking Ederleigh Baines.

    Jirelle wrote:

    Hand: Shadowless Sword, Ederleigh Baines, Mouse (Ghost), Evangelist (Preacher), Priest of Abadar (Gates), Blessing of the Vaultmaster,

    Displayed: Sable Company Leathers,
    Deck: 11 Discard: 6 Buried: 0
    Current Location: Festhall
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Mouse - Add 1d4 to local Dexterity or Stealth check
    * Priest of Abadar - Add 1d6 to local check to acquire
    * Evangelist - Add 1d4 to any local 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 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): Gem of Physical Prowess, Heister (Fingers), Humanbane Rapier, Bloodcrow Rapier, Blessing of the Spy, Naval Hero (Silvertongue), Menacing Backsword +1, Mask of Stolen Mien
    Recharged: Blessing of Zon-Kuthon, Blessing of the Midnight Lord, Venomous Dagger,
    Discard Pile: The Demon's Lantern, Blessing of the Gods, Burglar (Rot), Navigator Musket +1, Captain's Cutlass, Blessing of Abadar,
    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

    It is the hour of Erastil

    Location Power: 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.
    Con 10, Heroism x2: 3d6 ⇒ (6, 2, 1) = 9 Bury Keen Rapier +3

    Free exploration

    Torture Pit Card 1 is 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.

    Play Alkali Flask, sending Slime to Recovery
    Combat 20, heroism x2: 1d8 + 3 + 3d6 + 1d6 + 2 + 2d6 ⇒ (4) + 3 + (5, 3, 1) + (2) + 2 + (2, 2) = 24

    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 Tot Flask 2 and Potion of Healing. Choose Tot Flask 2.

    When Closing: Succeed at a Dexterity or Acrobatics 11 check.

    Dex 11, heroism x2, 1 Oloch card: 1d8 + 2 + 2d6 + 2 ⇒ (1) + 2 + (1, 4) + 2 = 10
    Use paizo tshirt to reroll d8
    Dex 11: 9 + 1d8 ⇒ 9 + (2) = 11
    Cards 2 & 4 are banished but the location is not closed due to the presence of the villain.

    Send Elixir of Healing to Recovery to heal self
    Healing: 1d4 + 1 ⇒ (2) + 1 = 3

    Send Tot Flask 2 to Recovery to search deck for Elixir of Focus and draw it. Deck is shuffled.

    Send Jelly to Recovery to explore

    Torture Pit Card 3 is 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

    Oloch may guard the Theater!

    After the guard attempt, going for the win...:

    Sending Elixir of Focus to Recovery
    BYA Wis 11, heroism x2, Elixir of Focus: 1d6 + 2d6 + 1d10 + 5 ⇒ (6) + (6, 1) + (2) + 5 = 20

    Send Alkali Flask to Recovery, discarding Shark Skin Armor to add Craft
    Send Deathtrap to Recovery
    Combat 21, heroism x2, Jelly: 1d8 + 3 + 3d6 + 1d6 + 2 + 2d6 + 1d4 + 1d10 + 5 + 1d6 ⇒ (1) + 3 + (2, 2, 6) + (5) + 2 + (3, 5) + (1) + (10) + 5 + (1) = 46

    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 Potion of Flying and Alkali Flask 3. Choose Alkali Flask 3.

    If Oloch guarded the Theater then we win! Otherwise the villain escapes to the theater.

    If the villain escapes then: Torture Chamber is closed. WPC: bury a card - Bury The Inquisitor. Then: end of turn. Not sure if Torture Chamber End of Turn power still applies but just in case:
    Con 10, heroism x2, any Oloch cards left: 3d6 ⇒ (5, 6, 6) = 17
    Then: send Alchemist's Suit and Alkali Flask 3 to Recovery instead of two Potions of Heroism. Everything in Recovery auto-recharges except Shark Skin Armor (which is there because of Alkali Flask's power).
    Recharge Shark Skin Armor? Craft 15, heroism x2: 1d10 + 5 + 2d6 ⇒ (10) + 5 + (3, 6) = 24
    Then: reset hand

    "

    Cogsnap wrote:

    Hand: Poisoned Sand Tube, Fire Lance, Wall of Blades, Blackcloth Armor, Potion of the Ocean, Alkali Flask 2, Tot Flask, Blackfingers,

    Displayed: Potion of Heroism, Potion of Heroism 2, Impossible Bottle,
    Deck: 14 Discard: 2 Buried: 4
    Current Location: Torture Pit
    Hero Points: 6
    Tshirt Reroll: Used
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Uprising, Liquid Courage, Crystalline Carnivore, The Prince of Pain
    Recharged: Anesthetizing Slime, Elixir of Healing, Tot Flask 2, Flensing Jelly (Core), Elixir of Focus, Alkali Flask, Shark Skin Armor, Deathtrap in a Jar, Alchemist's Suit, Alkali Flask 3,
    Discard Pile: Dragon's Breath, Acid Flask (Classic),
    Buried Pile: Bottled Lightning, Canteen, Keen Rapier +3, The Inquisitor,

    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.
    Sandara Quinn
    Besmaran Priest
    Dindreann
    Acolyte
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    Scenario Level (#): 5

    Turn: 21, 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:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

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

    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:
    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.

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

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

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

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

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

    Weapons
    Spoiler:
    Saltbox
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    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 +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:
    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:
    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.

    Spells
    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:
    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.

    Spoiler:
    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.

    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:
    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:
    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:
    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.

    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:
    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 Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

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

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

    Blessings
    Spoiler:
    Blessing of 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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.

    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: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Reiko/Gimry:
    Spoiler:
    Hourglass Card 1 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 6 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 7 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 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 8 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 9 Reiko/Gimry:
    Spoiler:
    Hourglass Card 9 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Oloch/tcolmaster01, None

    Theater of Corruption Card 1:
    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.
    Theater of Corruption 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.
    Theater of Corruption Card 3:
    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 4:
    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

    Location #2: Safe House
    Closed
    At This Location: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: House of Stolen Kisses
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Torture Pit
    Closed
    At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/AbrahamZ., None

    Location #5: Festhall
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/Gimry, Jirelle/TheChu, None

    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: None


    Out of Turn Updates: Draw cards back into hand

    Turn - Hour: Pharasma
    Hour Power:
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: After you play an ally, banish it.
    Explore: Periscope.
    Wis 8: 1d8 ⇒ 2
    Fail, Banish

    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: Wormsmyte, Dread Helm, Cruel Longsword, Protect, Divine Insight, Shock Glaive,

    Displayed: Voidglass Armor, Magic Chain Mail,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
    Other: Hi I'm Oloch! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Father of Creation, Deathgrip, Banner of the Ancient Kings, Thundering Earthbreaker, Our Lord in Iron, Orison 3, Magic Spiked Full Plate, Dragonbane Greataxe, Giantbane Greataxe, Divine Blaze
    Recharged:
    Discard Pile: The Healing Light, Urgathoa's Gluttony, Gorum's Iron, Raise Dead,
    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 starts her turn.
    Hour: Blessing of the Gods
    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.

    Move to Theater of Corruption

    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.

    Combat 20: 1d10 + 6 + 1d10 + 1d6 + 1d10 + 1d4 ⇒ (3) + 6 + (9) + (5) + (10) + (4) = 37

    Roll Details:

    Combat(Ranged) - 1d10+6
    Splashbolt Crossbow - 1d10
    Returning Throwing Axe (Reload) - 1d6
    Blessed - 1d10
    Archie(Archer) - 1d4

    Location has me banish Archie

    Random Other Location: 1d5 ⇒ 5 -> Tengu Rookery(Banish an Item)
    I would rather not banish my Item 5, so I'll leave the location open

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Returning Throwing Axe, Tears of Death, Embalming Fluid, Norgorber's Shadow,

    Displayed: Bloodroot Poison,
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Theater of Corruption
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • Norgorber's Shadow - Recharge for Perception/Stealth
    Other: Paizo reroll used for scenario 0-5B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Muatagoci (Skoan-quah Boneslayer), Impervious Chain Shirt, Staff of Minor Healing, Blue Star, Blessing of the Quartermaster
    Recharged: Shuriken +1, Blessing of the Quartermaster (2), Galvanic Chakram +1, The Winged Serpent,
    Discard Pile: Gung Ho (Sable Company Marine), Returning Starknife, Venomous Fighting Fan +1, Blessing of Sivanah,
    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 Card 2 from Theater of Corruption"


  • 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 moves to the Theater of Corruption and explores.

    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.

    Survival 7: 1d8 + 1 + 3 ⇒ (1) + 1 + 3 = 5

    Roll Details:

    Survival: 1d8+1+3

    Only card left is the villain, but all I have are allies. Discarding a bunch of them during hand reset since I don't want to banish them from the location power, and drawing up for some possible help for others.

    Jirelle joins Oloch and Reiko in an attempt to help corner their ultimate target, brushing aside an annoying parrot trying to perch on her shoulder. This pirate prefers mice!

    Jirelle wrote:

    Hand: Shadowless Sword, Humanbane Rapier, Mask of Stolen Mien, Heister (Fingers), Blessing of the Spy, Blessing of the Vaultmaster,

    Displayed: Sable Company Leathers,
    Deck: 7 Discard: 10 Buried: 0
    Current Location: Theater of Corruption
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Blessing of the Vaultmaster - Add 1 die to any check, add 2 dice to any check against 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): Naval Hero (Silvertongue), Gem of Physical Prowess, Menacing Backsword +1, Bloodcrow Rapier
    Recharged: Blessing of Zon-Kuthon, Blessing of the Midnight Lord, Venomous Dagger,
    Discard Pile: The Demon's Lantern, Blessing of the Gods, Burglar (Rot), Navigator Musket +1, Captain's Cutlass, Blessing of Abadar, Ederleigh Baines, Mouse (Ghost), Evangelist (Preacher), Priest of Abadar (Gates),
    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:
    - Moved to Theater of Corruption
    - Failed to acquire Card 3 of Theater of Corruption (Parrot)


    Deck Handler

    It is the hour of the Gods

    Location Power: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.

    Con 10, heroism x2: 3d6 ⇒ (4, 1, 6) = 11

    Move to: Theater of Corruption
    Location Power: After you play an ally, banish it.

    Send Tot Flask to Recovery to search deck for Elixir of Focus and draw it; then deck is shuffled.

    Free exploration

    Theater of Corruption Card 4 is Isawyn the Diva (Villain again!):

    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

    Send Elixir of Focus to Recovery
    BYA Wis 11, heroism x2, 1 Oloch card: 1d6 + 2d6 + 1d10 + 5 + 2 ⇒ (4) + (2, 5) + (2) + 5 + 2 = 20

    Send Alkali Flask 2 to Recovery, also discarding to Recovery Wall of Blades to add Craft
    Freely recharge Blackfingers to bless
    Combat 21, heroism x2: 2d8 + 3 + 3d6 + 1d10 + 5 + 2d6 ⇒ (1, 1) + 3 + (1, 4, 3) + (1) + 5 + (1, 3) = 23

    We win!


    Development
    Development:
    With a puff of smoke, the devils disappear. The troupe’s leader and her flunkies also disappear in the chaos. If only you could have captured one, just to take out your frustrations on. It’s been ages since you’ve seen someone walk the plank. Still, the crowd is grateful. You spy a few here and there who might make likely cabin boys. It’s so hard to find a good cabin boy these days.

    REWARDS
    The party gets all the allies under this card.
    Each character chooses an ally that has an adventure deck number of 5 or
    lower from the box.

    Sandara Quinn (Ally 1)
    Besmaran Priest (Ally B)
    Dindreann (Ally 3)
    Acolyte (Ally B)
    Shark Skin Armor (Armor 2)
    Blackcloth Armor (Armor 2)
    Blessing of the Gods (Blessing B)
    Blessing of Sivanah (Blessing B)
    Alkali Flask (Item 4)
    Bottled Lightning (Item 5)
    Liquid Ice (Item 2)
    Tot Flask (Item B)
    Potion of the Ocean (Item 3)
    Potion of Heroism (Item 1)
    Alkali Flask (Item 4)
    Tot Flask (Item B)
    Raise Dead (Spell 5)
    Protect (Spell 2)
    Wall of Blades (Spell 5)
    Keen Rapier +3 (Weapon 5)
    Navigator Musket +1 (Weapon 3)


    0-5C: RELEASE THE OBLIGATORY KRAKEN

    So that’s what Dagon’s Jaws look like! You’ve always wondered why places get named for how they look. You’d need wings to think these islands look like Dagon’s jaws, but still... you know Dagon is some kind of aquatic demon lord, so obviously, he must have big jaws. And that’s how it looks on the map.

    The islands here are lush, lusher than most you’ve seen. A carpet of green spreads from shore to shore. Must be a good water supply here. It’s curious that no one aff iliated with the Council has set up camp here. Maybe it has something to do with the bugs... or the snakes... or the cannibal natives your informant warned you about.

    The information and the map you have been given led you to believe there’s an old temple to the demon lord here. Where there’s a temple, there’s usually a reliquary, along with a big pile o’ treasure. A pirate can’t earn everything just by running out guns and breaking out boarding pikes.

    You task your navigator with finding a place to drop anchor so you can begin your search. After a brief argument with your first mate about how to read the treasure map, you discern a crumbling cavern entrance. At one time, it probably resembled a gaping maw. This must be the spot!


    During This Adventure:

    During This Scenario:

    Additional Rules: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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:
    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:
    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:
    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:
    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 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:
    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:
    Tot Flask
    Item
    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.

    Scenario Level (#): 5

    Turn: 0, 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 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.

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

    Spoiler:
    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:
    Fever Sea Marauder
    SS
    Monster 3
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 17
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    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.

    Spoiler:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Spoiler:
    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.

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Reiko/Gimry:
    Spoiler:
    Hourglass Card 1 Reiko/Gimry
    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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 2 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 3 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 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 4 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 4 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 5 Reiko/Gimry:
    Spoiler:
    Hourglass Card 5 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 6 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 6 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 7 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 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 8 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 9 Reiko/Gimry:
    Spoiler:
    Hourglass Card 9 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 10 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 10 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 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 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 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 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 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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 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 20 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 20 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 21 Reiko/Gimry:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 22 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 23 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 23 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 24 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 24 Oloch/tcolmaster01
    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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 27 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 27 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 28 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 28 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 29 Reiko/Gimry:
    Spoiler:
    Hourglass Card 29 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 30 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 30 Jirelle/TheChu
    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.

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

    Location #1: Dagon's Jaws
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Sacred Spring
    At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #3: Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #4: Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #6: Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None


    Deck Handler

    Starting location: Shark Island

    "

    Cogsnap wrote:

    Hand: Poisoned Sand Tube, Dragon's Breath, Alkali Flask, Liquid Courage, Acid Flask (Classic), Anesthetizing Slime, Blackfingers, The Prince of Pain,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Shark Island
    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): Impossible Bottle, Canteen, Crystalline Carnivore, Alchemist's Suit, Deathtrap in a Jar, Elixir of Focus, The Uprising, The Inquisitor, Potion of Heroism, Flensing Jelly (Core), Fire Lance, Ambrosia
    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.""

    "


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

    Into the Jaws of the Dragon I go!
    "

    Reiko wrote:

    Hand: Galvanic Chakram +1, Bloodroot Poison, Muatagoci (Skoan-quah Boneslayer), Gung Ho (Sable Company Marine), Blessing of the Quartermaster (2),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Dagon's Jaws
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used for scenario 0-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shuriken +1, The Winged Serpent, Embalming Fluid, Returning Starknife, Staff of Minor Healing, Archie (Archer), Tears of Death, Good Omen, Returning Throwing Axe, Impervious Chain Shirt, Blessing of the Quartermaster, Venomous Fighting Fan +1, Norgorber's Shadow, Ring of Regeneration, Splashbolt Crossbow, Blue Star
    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.

    "


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

    Starting Location: Reef

    "

    Oloch wrote:

    Hand: The Father of Creation, Dread Helm, Cruel Longsword, Magic Spiked Full Plate, Dragonbane Greataxe, Gorum's Iron,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
    Other: Hi I'm Oloch! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Voidglass Armor, Urgathoa's Gluttony, Giantbane Greataxe, Thundering Earthbreaker, Steal Soul, Wormsmyte, Shock Glaive, Divine Blaze, Divine Insight, Our Lord in Iron, Banner of the Ancient Kings, Orison 3, The Healing Light, Magic Chain Mail
    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.

    [X] 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.

    "


    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 Shark Island.

    Jirelle wrote:

    Hand: Bloodcrow Rapier, Mask of Stolen Mien, Gem of Physical Prowess, Naval Hero (Silvertongue), Blessing of Abadar,

    Displayed: Sable Company Leathers,
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Shark Island
    Hero Points: 2
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Naval Hero - Add 1d6 to local combat or Charisma check
    Movement: Move me to Dagon's Jaws 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, Venomous Dagger, Heister (Fingers), Blessing of the Midnight Lord, The Demon's Lantern, Blessing of Zon-Kuthon, Priest of Abadar (Gates), Burglar (Rot), Blessing of the Spy, Blessing of the Vaultmaster, Vampiric Backsword +3, Evangelist (Preacher), Humanbane Rapier, Mouse (Ghost), Shadowless Sword
    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.


    During This Adventure:

    During This Scenario:

    Additional Rules: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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:
    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:
    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:
    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:
    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 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:
    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:
    Tot Flask
    Item
    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.

    Scenario Level (#): 5

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

    Spoiler:
    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:
    Sea Troll
    SS
    Monster 5
    Traits:
    Troll
    Aquatic
    To Defeat:
    Combat 20
    If the check to defeat has the Fire trait, add 1d8 to it.
    If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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

    Weapons
    Spoiler:
    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:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

    Spells
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    Armors
    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.

    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:
    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.

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

    Spoiler:
    Potion of 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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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.

    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 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 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 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.

    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: 29

    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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 4 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 Reiko/Gimry
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 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 14 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 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 15 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Oloch/tcolmaster01
    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 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 17 Jirelle/TheChu
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 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 19 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 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.
    Hourglass Card 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 Jirelle/TheChu
    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 22 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 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 23 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 24 Reiko/Gimry:
    Spoiler:
    Hourglass Card 24 Reiko/Gimry
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 25 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 26 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 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 27 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 27 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 28 Reiko/Gimry:
    Spoiler:
    Hourglass Card 28 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 29 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 29 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.

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

    Location #1: Dagon's Jaws
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None

    Dagon's Jaws Card 1:
    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.
    Dagon's Jaws Card 2:
    Sargassum Fiend
    SS
    Monster 4
    Traits:
    Plant
    Aquatic
    To Defeat:
    Wisdom
    Perception 12
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
    Dagon's Jaws Card 3:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
    Dagon's Jaws Card 4:
    Witch Doctor
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    To Defeat:
    Combat 18
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
    Dagon's Jaws Card 5:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Dagon's Jaws Card 6:
    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.
    Dagon's Jaws Card 7:
    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.
    Dagon's Jaws Card 8:
    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.
    Dagon's Jaws Card 9:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Dagon's Jaws Card 10:
    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.

    Location #2: Sacred Spring
    At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Sacred Spring Card 1:
    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.
    Sacred Spring Card 2:
    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.
    Sacred Spring Card 3:
    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.
    Sacred Spring 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.
    Sacred Spring Card 5:
    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.
    Sacred Spring 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.
    Sacred Spring Card 7:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Sacred Spring Card 8:
    Divine Fortune
    SS
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your 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 this card.
    Sacred Spring Card 9:
    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.
    Sacred Spring Card 10:
    Hurricane Winds
    SS
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None
    Wishing Well 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.
    Wishing Well Card 2:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Wishing Well Card 3:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Wishing Well Card 4:
    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.
    Wishing Well Card 5:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Wishing Well Card 6:
    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.
    Wishing Well Card 7:
    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.
    Wishing Well Card 8:
    Curse of the Flesheaters
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Wisdom
    Divine 16
    If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
    Wishing Well Card 9:
    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.
    Wishing Well Card 10:
    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.

    Location #4: Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None
    Sharkskin Reef Card 1:
    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.
    Sharkskin Reef Card 2:
    Eye of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.
    Sharkskin Reef Card 3:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Sharkskin Reef 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.
    Sharkskin Reef Card 5:
    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.
    Sharkskin Reef Card 6:
    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.
    Sharkskin Reef Card 7:
    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.
    Sharkskin Reef Card 8:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Sharkskin Reef Card 9:
    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.
    Sharkskin Reef Card 10:
    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.

    Location #5: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None
    Shark Island Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shark Island Card 2:
    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.
    Shark Island Card 3:
    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.
    Shark Island Card 4:
    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.
    Shark Island Card 5:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
    Shark Island Card 6:
    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.
    Shark Island Card 7:
    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.
    Shark Island Card 8:
    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.
    Shark Island Card 9:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Shark Island Card 10:
    Riaris Krine
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Fighter
    Pirate
    To Defeat:
    Combat 20
    Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine to Norgorber 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.
    Shrine to Norgorber Card 2:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Shrine to Norgorber Card 3:
    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.
    Shrine to Norgorber Card 4:
    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.
    Shrine to Norgorber Card 5:
    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.
    Shrine to Norgorber Card 6:
    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.
    Shrine to Norgorber Card 7:
    Breath of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Constitution
    Fortitude 16
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
    Shrine to Norgorber Card 8:
    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.
    Shrine to Norgorber Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Shrine to Norgorber Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    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: Dagon's Jaws
    Location Power:When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    Scenario Powers:

    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.

    Auto fail
    Discard Gung Ho to explore again

    Sargassum Fiend:

    SS
    Monster 4
    Traits:
    Plant
    Aquatic
    To Defeat:
    Wisdom
    Perception 12
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Wisdom 12: 1d6 + 1d6 ⇒ (4) + (4) = 8

    Roll Details:

    Wisdom - 1d6
    Blessed - 1d6

    In my haste to get to the kracken, I completely miss a fiend in the distance. Gung Ho tried to yell a warning out, but he was quickly silenced as the fiend wracked me to my core before disappearing.

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Shuriken +1, Blue Star, Tears of Death, Norgorber's Shadow,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Dagon's Jaws
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • Norgorber's Shadow - Recharge for Perception/Stealth
    Other: Paizo reroll used for scenario 0-5C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Blessing of the Quartermaster, Impervious Chain Shirt, The Winged Serpent, Embalming Fluid, Staff of Minor Healing, Returning Starknife, Ring of Regeneration, Good Omen, Archie (Archer), Returning Throwing Axe
    Recharged: Blessing of the Quartermaster (2),
    Discard Pile: Gung Ho (Sable Company Marine), Galvanic Chakram +1, Bloodroot Poison, 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
    Banished top 2 cards of Dragons Jaw stack 1


    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: Shark Island
    Location Power: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    Scenario Powers: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.

    SoT encounter

    Hammerhead Shark:
    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 14 (9+5): 1d10 + 4 + 2 + 2d4 ⇒ (5) + 4 + 2 + (1, 1) = 13

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4

    Reroll both 1s using Jirelle's Swashbuckling power
    Combat 14 (9+5): 5 + 4 + 2 + 2d4 ⇒ 5 + 4 + 2 + (1, 1) = 13

    Oh, c'mon! Hero point that BS...
    Combat 14 (9+5): 1d10 + 4 + 2 + 2d4 ⇒ (1) + 4 + 2 + (3, 2) = 12

    Wow... recharging Sable Company Leathers to reduce the 2 damage by 2

    Jirelle explores the Shark Island.

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

    Auto-acquire and discarded to explore again

    Fortified Shell Armor:
    SS
    Armor 3
    Traits:
    Heavy Armor
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 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.

    Fortitude 8: 1d6 + 2 ⇒ (5) + 2 = 7

    Roll Details:

    Fortitude: 1d6+2

    Perhaps feeling a little overconfident, Jirelle sails to Shark Island and is predictably met with an attacking hammerhead. Unfortunately, she cuts a mastline while drawing her weapon, causing her to stumble out of her initial approach. Recovering, she steps in to stab the shark... and trips on a pile of refuse on the deck that last night's swabbing had missed. Her leathers protect her from the hammerhead's attack, but she retreats to regroup herself, thoroughly embarrassed.

    Jirelle wrote:

    Hand: Bloodcrow Rapier, Mask of Stolen Mien, Gem of Physical Prowess, Naval Hero (Silvertongue), Blessing of Abadar, The Demon's Lantern,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Shark Island
    Hero Points: 1
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Naval Hero - Add 1d6 to local combat or Charisma check
    Movement: Move me to Dagon's Jaws 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): Vampiric Backsword +3, Shadowless Sword, Evangelist (Preacher), Blessing of Zon-Kuthon, Heister (Fingers), Captain's Cutlass, Blessing of the Vaultmaster, Mouse (Ghost), Blessing of the Spy, Priest of Abadar (Gates), Venomous Dagger, Humanbane Rapier, Blessing of the Midnight Lord, Burglar (Rot)
    Recharged: Sable Company Leathers,
    Discard Pile: 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 Shark Island (Blessing of the Gods)
    - Failed to acquire Card 2 (Fortified Shell Armor)
    - Discarded Blessing of the Gods
    - Recharged Sable Company Leathers
    - Used 1 Hero Point (1 now remaining)


    Deck Handler

    It is the hour of the Gods

    Start of Turn:

    Hammerhead Shark:

    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Play Alkali Flask, sending Tube to Recovery
    Combat 9+5=14: 1d8 + 3 + 3d6 + 1d6 + 2 ⇒ (8) + 3 + (5, 5, 6) + (5) + 2 = 34

    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 Liquid Courage. Cogsnap Goodies are Potion of Heroism 2 and Alchemical Glue. Choose Potion of Heroism 2.

    Display Potion of Heroism 2

    Free exploration

    Shark Island Card 3 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 ⇒ (9) + 4 + (3) = 16
    Play Alkali Flask, sending Slime to Recovery
    Combat 11, heroism: 1d8 + 3 + 3d6 + 1d6 + 2 + 1d6 ⇒ (3) + 3 + (2, 2, 4) + (3) + 2 + (2) = 21

    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 Blackfingers. Cogsnap Goodies are Bottled Lightning and Bottled Lightning 2. Choose Bottled Lightning.

    Discard Prince of Pain to explore

    Shark Island Card 4 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, 4 Oloch cards: 1d6 + 1d6 + 8 ⇒ (3) + (5) + 8 = 16

    End turn, sending Alkali Flask to Recovery instead of Potion of Heroism 2

    Recovery Phase: autorecharge all boons (due to them all being alchemical)

    Reset Hand, recharging Shark Skin Armor

    Display Impossible Bottle

    Turn Summary:
    * Shark Island cards 3 & 4 are gone
    * Drew Cogsnap Goodies 1 & 3 (and 2 and 4 should be shuffled back into the box)

    "

    Cogsnap wrote:

    Hand: Dragon's Breath, Bottled Lightning, Elixir of Focus, Acid Flask (Classic), Crystalline Carnivore, Flensing Jelly (Core), The Uprising,

    Displayed: Potion of Heroism 2, Impossible Bottle,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Shark Island
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

    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

    Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)

    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): The Inquisitor, Canteen, Alchemist's Suit, Potion of Heroism, Deathtrap in a Jar, Fire Lance, Ambrosia
    Recharged: Poisoned Sand Tube, Anesthetizing Slime, Alkali Flask, Shark Skin Armor,
    Discard Pile: Liquid Courage, Blackfingers, The Prince of Pain,
    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:Pharasma
    Hour Power:
    Dragonbane Greataxe
    SOT: Combat 14: 2d12 + 7 ⇒ (7, 10) + 7 = 24
    Display Full Plate
    Give Card: None
    Move: XX -> YY
    Location Powers: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    Explore: Pirate Entertainments
    Jirelle- Blessing of Abadar
    STR 12: 3d12 + 4 ⇒ (1, 2, 9) + 4 = 16
    Defeated

    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 Entertainments
    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: Divine Blaze, Dread Helm, Cruel Longsword, Magic Chain Mail, Dragonbane Greataxe, Gorum's Iron,

    Displayed: Magic Spiked Full Plate,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
    Other: Hi I'm Oloch! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thundering Earthbreaker, Voidglass Armor, Orison 3, Banner of the Ancient Kings, Our Lord in Iron, Steal Soul, Giantbane Greataxe, Divine Insight, Urgathoa's Gluttony, Shock Glaive, The Healing Light, Wormsmyte
    Recharged:
    Discard Pile: The Father of Creation,
    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.

    [X] 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: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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 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:
    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:
    Tot Flask
    Item
    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:
    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.

    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.

    Scenario Level (#): 5

    Turn: 5, 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:
    Jellyfish Swarm
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Swarm
    To Defeat:
    Combat 16
    OR Dexterity
    Acrobatics 10
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

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

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

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

    Spells
    Spoiler:
    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.

    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.

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Sivanah:
    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.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 Jirelle/TheChu
    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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 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 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 12 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    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 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 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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 17 Jirelle/TheChu
    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 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 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 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 Reiko/Gimry
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 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 22 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 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 23 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 24 Reiko/Gimry:
    Spoiler:
    Hourglass Card 24 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 25 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 25 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.

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

    Location #1: Dagon's Jaws
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None

    Dagon's Jaws Card 1:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
    Dagon's Jaws Card 2:
    Witch Doctor
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    To Defeat:
    Combat 18
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
    Dagon's Jaws Card 3:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Dagon's Jaws Card 4:
    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.
    Dagon's Jaws Card 5:
    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.
    Dagon's Jaws Card 6:
    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.
    Dagon's Jaws Card 7:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Dagon's Jaws Card 8:
    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.

    Location #2: Sacred Spring
    At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Sacred Spring Card 1:
    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.
    Sacred Spring Card 2:
    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.
    Sacred Spring Card 3:
    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.
    Sacred Spring 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.
    Sacred Spring Card 5:
    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.
    Sacred Spring 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.
    Sacred Spring Card 7:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Sacred Spring Card 8:
    Divine Fortune
    SS
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your 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 this card.
    Sacred Spring Card 9:
    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.
    Sacred Spring Card 10:
    Hurricane Winds
    SS
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None
    Wishing Well 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.
    Wishing Well Card 2:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Wishing Well Card 3:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Wishing Well Card 4:
    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.
    Wishing Well Card 5:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Wishing Well Card 6:
    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.
    Wishing Well Card 7:
    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.
    Wishing Well Card 8:
    Curse of the Flesheaters
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Wisdom
    Divine 16
    If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
    Wishing Well Card 9:
    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.
    Wishing Well Card 10:
    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.

    Location #4: Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None
    Sharkskin Reef Card 1:
    Eye of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Dexterity
    Acrobatics
    Disable 16
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.
    Sharkskin Reef Card 2:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    Sharkskin Reef Card 3:
    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.
    Sharkskin Reef Card 4:
    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.
    Sharkskin Reef Card 5:
    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.
    Sharkskin Reef 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.
    Sharkskin Reef Card 7:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Sharkskin Reef Card 8:
    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.
    Sharkskin Reef Card 9:
    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.

    Location #5: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None
    Shark Island Card 1:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
    Shark Island 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.
    Shark Island 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.
    Shark Island Card 4:
    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.
    Shark Island Card 5:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Shark Island Card 6:
    Riaris Krine
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Fighter
    Pirate
    To Defeat:
    Combat 20
    Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine to Norgorber 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.
    Shrine to Norgorber Card 2:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Shrine to Norgorber Card 3:
    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.
    Shrine to Norgorber Card 4:
    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.
    Shrine to Norgorber Card 5:
    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.
    Shrine to Norgorber Card 6:
    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.
    Shrine to Norgorber Card 7:
    Breath of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Constitution
    Fortitude 16
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
    Shrine to Norgorber Card 8:
    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.
    Shrine to Norgorber Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Shrine to Norgorber Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    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 Sivanah
    Location: Dagon's Jaws
    Location Power:When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    Scenario Powers:

    Ghost:

    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn't exist_

    Combat 12: 1d10 + 7 + 1d4 + 1 ⇒ (5) + 7 + (3) + 1 = 16

    Roll Details:

    Combat(Acrobatics) - 1d10+7
    Shuriken +1 - 1d4+1

    The bottom half of this jaw seems especially quiet. As I silently make my way through the teeth, I come across the ghost of some unlucky victim. With a flick of my Shuriken, I return the undead back to the grave.

    Reveal Blue Star to increase handsize by 1

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Shuriken +1, Venomous Fighting Fan +1, Blue Star, Tears of Death, Norgorber's Shadow,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Dagon's Jaws
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • Norgorber's Shadow - Recharge for Perception/Stealth
    Other: Paizo reroll used for scenario 0-5C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Returning Starknife, Returning Throwing Axe, Ring of Regeneration, The Winged Serpent, Staff of Minor Healing, Blessing of the Quartermaster, Good Omen, Impervious Chain Shirt, Embalming Fluid, Archie (Archer)
    Recharged: Blessing of the Quartermaster (2),
    Discard Pile: Gung Ho (Sable Company Marine), Galvanic Chakram +1, Bloodroot Poison, 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
    Cleared top card of Dragon Jaw Stack 1(3 cards left)


    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 Norgorber
    Hour Power:No effect.
    Location: Shark Island
    Location Power: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    Scenario Powers: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.

    SoT Hammerhead Shark:
    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 14 (9+5): 1d10 + 4 + 2 + 2d4 ⇒ (10) + 4 + 2 + (2, 1) = 19

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4

    Jirelle explores the Shark Island.

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

    Auto-fail the BYA check
    BYA Damage: 1d4 ⇒ 1
    Discarding The Demon's Lantern for damage

    Combat 13: 1d10 + 4 + 2 + 2d4 ⇒ (10) + 4 + 2 + (2, 4) = 22

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4

    Jirelle wrote:

    Hand: Bloodcrow Rapier, Captain's Cutlass, Mask of Stolen Mien, Gem of Physical Prowess, Naval Hero (Silvertongue), Blessing of the Spy,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Shark Island
    Hero Points: 1
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Captain's Cutlass - Reduce local Combat damage by 2
    * Naval Hero - Add 1d6 to local combat or Charisma check
    Movement: Move me to Dagon's Jaws 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): Vampiric Backsword +3, Heister (Fingers), Mouse (Ghost), Venomous Dagger, Blessing of Zon-Kuthon, Evangelist (Preacher), Priest of Abadar (Gates), Blessing of the Vaultmaster, Humanbane Rapier, Burglar (Rot), Shadowless Sword, Blessing of the Midnight Lord
    Recharged: Sable Company Leathers, Blessing of the Gods,
    Discard Pile: Blessing of Abadar, 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 of Shark Island (Bull Shark)
    - Discarded The Demon's Lantern


    Deck Handler

    It is the hour of Hshurha

    SoT Hammerhead Shark:

    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Send Acid Flask to Recovery
    Combat 9+5=14, heroism: 1d8 + 3 + 2d6 + 1d6 + 2 + 1d6 ⇒ (8) + 3 + (5, 1) + (6) + 2 + (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 Flensing Jelly. Cogsnap Goodies are Potion of the Ocean and Potion of Heroism 3. Choose Potion of Heroism 3.

    Free exploration

    Shark Island 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 Bottled Lightning, sending Carnivore to Recovery
    Combat 16, heroism: 1d8 + 3 + 3d8 + 1d6 + 2 + 1d6 ⇒ (3) + 3 + (7, 1, 2) + (1) + 2 + (5) = 24

    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 Bottled Lightning. Cogsnap Goodies are Potion of Healing and Tot Flask. Choose Tot Flask.

    Discard The Uprising to explore

    Shark Island Card 3 is 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.

    Send Dragon's Breath to Recovery
    Combat 18, heroism, 3 Oloch cards: 1d10 + 4 + 3d6 + 1d6 + 6 ⇒ (3) + 4 + (5, 5, 1) + (2) + 6 = 26
    Combat 18, heroism, 3 Oloch cards: 1d10 + 4 + 3d6 + 1d6 + 6 ⇒ (1) + 4 + (2, 1, 2) + (5) + 6 = 21

    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 Tot Flask. Cogsnap Goodies are Potion of the Ocean and Potion of Healing. Choose Potion of the Ocean.

    End turn, sending Potion of the Ocean to Recovery instead of Potion of Heroism 2

    Recovery Phase: all alchemical cards auto-recharge
    Recharge Dragon's Breath? Arcane 13, heroism: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10

    Reset Hand

    At the start of Oloch's turn:
    Display Canteen
    Display Potion of Heroism on Jirelle.
    Play Ambrosia, sending it to Canteen, to heal self
    Healing: 1d4 + 1 ⇒ (4) + 1 = 5

    Turn Summary:
    * Shark Island cards 2 & 3 are gone
    * Cogsnap goodies: drew 2, 4, and 5

    "

    Cogsnap wrote:

    Hand: Fire Lance, Elixir of Focus, Potion of Heroism 3, Deathtrap in a Jar, The Inquisitor,

    Displayed: Potion of Heroism 2, Impossible Bottle, Potion of Heroism, Canteen, Ambrosia,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Shark Island
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

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

    Potion of Heroism is displayed on Jirelle; Potion of Heroism 2 is displayed on Cogsnap; both remain displayed until the end of Cogsnap's next turn.

    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

    Inquisitor: bless, ignoring immunities and resistances

    Cards displayed on Canteen: Ambrosia

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tot Flask, Alchemist's Suit, Acid Flask (Classic), Shark Skin Armor, Anesthetizing Slime, Crystalline Carnivore, Liquid Courage, Potion of the Ocean, Poisoned Sand Tube, The Prince of Pain, Alkali Flask, Flensing Jelly (Core), The Uprising
    Recharged:
    Discard Pile: Blackfingers, Bottled Lightning, Dragon's Breath,
    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:
    Dragonbane Greataxe
    SOT: Hammerhead Shark Combat 14: 2d12 + 7 ⇒ (10, 10) + 7 = 27
    Give Card: None
    Move: XX -> YY
    Location Powers: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    Explore: Eye of Dagon
    Cannot pass Dex/Acro/Disable 16. Display 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: 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: Divine Blaze, Dread Helm, Cruel Longsword, Magic Chain Mail, Dragonbane Greataxe, Gorum's Iron,

    Displayed: Magic Spiked Full Plate,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0 // Oloch has the following scourges marked:
    Eye of Dragon:
    STR, WIS, CON =d4

    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): Thundering Earthbreaker, Voidglass Armor, Banner of the Ancient Kings, Orison 3, Steal Soul, Divine Insight, The Healing Light, Giantbane Greataxe, Shock Glaive, Wormsmyte, Urgathoa's Gluttony, Our Lord in Iron
    Recharged:
    Discard Pile: The Father of Creation,
    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.

    [X] 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.

    "


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

    Out of Turn Updates: Draw cards back into hand

    Turn - Hour:BotG
    Hour Power:
    Dragonbane Greataxe
    SOT: Hammerhead Shark Combat 14: 2d12 + 7 ⇒ (7, 12) + 7 = 26
    Give Card: None
    Move: XX -> YY
    Location Powers: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    Explore: Eye of Dagon
    Cannot pass Dex/Acro/Disable 16. Display 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: 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: Divine Blaze, Dread Helm, Cruel Longsword, Magic Chain Mail, Dragonbane Greataxe, Gorum's Iron,

    Displayed: Magic Spiked Full Plate,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0 // Oloch has the following scourges marked:
    Eye of Dragon:
    STR, WIS, CON =d4

    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): Thundering Earthbreaker, Voidglass Armor, Banner of the Ancient Kings, Orison 3, Steal Soul, Divine Insight, The Healing Light, Giantbane Greataxe, Shock Glaive, Wormsmyte, Urgathoa's Gluttony, Our Lord in Iron
    Recharged:
    Discard Pile: The Father of Creation,
    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.

    [X] 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: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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:
    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:
    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:
    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.

    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.

    Scenario Level (#): 5

    Turn: 9, 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:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Spoiler:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    Seaborne Trident +1
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee
    Survival 11
    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    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:
    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:
    Saltbox
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spells
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    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:
    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:
    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:
    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 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:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Blessing of 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 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Hshurha:
    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.

    Hours Remaining: 21

    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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 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 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 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 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 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 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 Reiko/Gimry
    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 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 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 19 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 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 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 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.

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

    Location #1: Dagon's Jaws
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/Gimry, None

    Dagon's Jaws Card 1:
    Witch Doctor
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    To Defeat:
    Combat 18
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
    Dagon's Jaws Card 2:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Dagon's Jaws Card 3:
    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.
    Dagon's Jaws Card 4:
    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.
    Dagon's Jaws Card 5:
    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.
    Dagon's Jaws Card 6:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Dagon's Jaws 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.

    Location #2: Sacred Spring
    At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Sacred Spring Card 1:
    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.
    Sacred Spring Card 2:
    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.
    Sacred Spring Card 3:
    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.
    Sacred Spring 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.
    Sacred Spring Card 5:
    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.
    Sacred Spring 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.
    Sacred Spring Card 7:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Sacred Spring Card 8:
    Divine Fortune
    SS
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your 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 this card.
    Sacred Spring Card 9:
    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.
    Sacred Spring Card 10:
    Hurricane Winds
    SS
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None
    Wishing Well 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.
    Wishing Well Card 2:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Wishing Well Card 3:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Wishing Well Card 4:
    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.
    Wishing Well Card 5:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Wishing Well Card 6:
    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.
    Wishing Well Card 7:
    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.
    Wishing Well Card 8:
    Curse of the Flesheaters
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Wisdom
    Divine 16
    If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
    Wishing Well Card 9:
    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.
    Wishing Well Card 10:
    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.

    Location #4: Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/tcolmaster01, None
    Sharkskin Reef Card 1:
    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.
    Sharkskin Reef 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.
    Sharkskin Reef Card 3:
    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.
    Sharkskin Reef Card 4:
    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.
    Sharkskin Reef Card 5:
    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.
    Sharkskin Reef Card 6:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Sharkskin Reef Card 7:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Sharkskin Reef Card 8:
    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.

    Location #5: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Jirelle/TheChu, Cogsnap/AbrahamZ., None
    Shark Island Card 1:
    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.
    Shark Island Card 2:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Shark Island Card 3:
    Riaris Krine
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Fighter
    Pirate
    To Defeat:
    Combat 20
    Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine to Norgorber 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.
    Shrine to Norgorber Card 2:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Shrine to Norgorber Card 3:
    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.
    Shrine to Norgorber Card 4:
    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.
    Shrine to Norgorber Card 5:
    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.
    Shrine to Norgorber Card 6:
    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.
    Shrine to Norgorber Card 7:
    Breath of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Constitution
    Fortitude 16
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
    Shrine to Norgorber Card 8:
    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.
    Shrine to Norgorber Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Shrine to Norgorber Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    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 Hshurha
    Location: Dagon's Jaws
    Location Power:When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    Scenario Powers:

    Witch Doctor:

    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Witch
    To Defeat:
    Combat 18
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.

    Going to pause while we figure out curses/scourges/etc.


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

    I will evade the Witch Doctor to allow Oloch to come get his curse removed.

    Evading lets me examine

    Random: 1d3 ⇒ 2 -> Rotgut
    Location is now card 2, (1,3 Randomly) then (4-7 Random) Kind of a painful location for PbP

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Shuriken +1, Venomous Fighting Fan +1, Blue Star, Tears of Death, Norgorber's Shadow,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Dagon's Jaws
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
  • Norgorber's Shadow - Recharge for Perception/Stealth
    Other: Paizo reroll used for scenario 0-5C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Returning Throwing Axe, Staff of Minor Healing, Blessing of the Quartermaster, Ring of Regeneration, Good Omen, The Winged Serpent, Embalming Fluid, Returning Starknife, Impervious Chain Shirt, Archie (Archer)
    Recharged: Blessing of the Quartermaster (2),
    Discard Pile: Gung Ho (Sable Company Marine), Galvanic Chakram +1, Bloodroot Poison, 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
    Evaded Card 1 of the Dragon's Jaw. Card 2 is now on top


    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: Shark Island
    Location Power: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    Scenario Powers: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.

    SoT Hammerhead Shark:
    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 14 (9+5): 1d10 + 4 + 2 + 2d4 + 1d6 ⇒ (1) + 4 + 2 + (2, 4) + (1) = 14

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4
    Miscellaneous: Potion of Heroism: 1d6

    Displaying Mask of Stolen Mien with Hammerhead Shark
    Jirelle explores the Shark Island.

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

    BYA Structural Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Combat 17: 1d10 + 4 + 2 + 2d4 + 1d6 + 1d8 ⇒ (5) + 4 + 2 + (2, 4) + (5) + (4) = 26

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4
    Miscellaneous: Potion of Heroism: 1d6
    Miscellaneous: Swashbuckling (Monster): 1d8

    Recharging Captain's Cutlass to explore again using Jirelle's Defeat Monster with Swashbuckling Power

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

    Dexterity 9: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12

    Roll Details:

    Dexterity: 1d10+4
    Miscellaneous: Potion of Heroism: 1d6

    Discarding Blessing of the Spy to explore again, pre-blessed

    Riaris Krine:
    SS
    Henchman 5
    Type: Monster
    Traits:
    Human
    Fighter
    Pirate
    To Defeat:
    Combat 20
    Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 20: 1d10 + 4 + 2 + 2d4 + 1d6 + 1d6 + 1d10 ⇒ (1) + 4 + 2 + (4, 2) + (3) + (6) + (8) = 30

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4
    Miscellaneous: Potion of Heroism: 1d6
    Miscellaneous: Swashbuckling (Monster): 1d6
    Bless (Blessing of the Spy): 1d10

    Attempting to close

    Hammerhead Shark:
    Henchman
    Type: Monster
    Traits: Animal Aquatic Veteran
    To Defeat: Combat 9
    The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 14 (9+5): 1d10 + 4 + 2 + 2d4 + 1d6 + 1d10 ⇒ (1) + 4 + 2 + (3, 3) + (2) + (7) = 22

    Roll Details:

    Melee (Finesse): 1d10+4+2
    Bloodcrow Rapier (Reveal): 2d4
    Miscellaneous: Potion of Heroism: 1d6
    Mask of Stolen Mien: 1d10

    Shark Island is closed

    Jirelle wrote:

    Hand: Bloodcrow Rapier, Pepperbox, Vampiric Backsword +3, Gem of Physical Prowess, Burglar (Rot), Naval Hero (Silvertongue),

    Displayed: Mask of Stolen Mien,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Shark Island
    Hero Points: 1
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Burglar - Add 1d6 to local check to defeat a barrier
    * Naval Hero - Add 1d6 to local combat or Charisma check
    Movement: Move me to Dagon's Jaws 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), Evangelist (Preacher), Shadowless Sword, Blessing of Zon-Kuthon, Blessing of the Vaultmaster, Venomous Dagger, Heister (Fingers), Humanbane Rapier, Priest of Abadar (Gates), Blessing of the Midnight Lord
    Recharged: Sable Company Leathers, Blessing of the Gods, Captain's Cutlass,
    Discard Pile: Blessing of Abadar, The Demon's Lantern, Blessing of the Spy,
    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 Cards 1, 3 of Shark Island (Canoneer, Riaris Krine)
    - Acquired Card 2 (Pepperbox)
    - Shark Island is closed
    - Discarded Blessing of the Spy
    - Recharged Captain's Cutlass


    Deck Handler

    It is the hour of the Gods

    Move to: Sacred Spring
    Location Power: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.

    Free exploration

    Sacred Spring Card 1 is 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.

    BYA display my only ally in hand: Deathtrap in a Jar.
    Display Potion of Heroism 3
    Combat 13, heroism x2, 3 Oloch cards: 1d6 + 2d6 + 6 ⇒ (1) + (6, 1) + 6 = 14

    Scalawag power: bury Deathtrap in a Jar.

    Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard The Inquisitor. Cogsnap Goodies are Potion of the Ocean 2 and Alchemical Glue. Choose Potion of the Ocean 2.

    End turn, sending Elixir of Focus, Fire Lance, and Potion of the Ocean 2 to Recovery instead of 3 Potions of Heroism, all of which remain displayed (one on Jirelle, two on Cogsnap)

    Recovery Phase: autorecharge all 3 boons, all of which have the alchemical trait.

    Reset Hand

    "

    Cogsnap wrote:

    Hand: Alchemist's Suit, Shark Skin Armor, Alkali Flask, Flensing Jelly (Core), Anesthetizing Slime, Crystalline Carnivore, The Uprising, The Prince of Pain,

    Displayed: Potion of Heroism 2, Potion of Heroism 3, Impossible Bottle, Potion of Heroism, Canteen, Ambrosia,
    Deck: 8 Discard: 4 Buried: 1
    Current Location: Shark Island
    Hero Points: 6
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Impossible Bottle is displayed and reduces Structural dmg to ship by 2

    Potion of Heroism is displayed on Jirelle; Potion of Heroism 2 and 3 are displayed on Cogsnap; all remain displayed until the end of Cogsnap's next turn.

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

    Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)

    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.

    Cards displayed on Canteen: Ambrosia

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Potion of the Ocean, Poisoned Sand Tube, Liquid Courage, Tot Flask, Acid Flask (Classic)
    Recharged: Elixir of Focus, Fire Lance, Potion of the Ocean 2,
    Discard Pile: Blackfingers, Bottled Lightning, Dragon's Breath, The Inquisitor,
    Buried Pile: Deathtrap in a Jar,

    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: Combat 14: 1d12 + 1d4 + 7 ⇒ (11) + (4) + 7 = 22
    Give Card: None
    Move: Dagon's Jaw
    Location Powers: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    Explore: Rotgut
    --Oloch power kicks in, Banish Rotgut, explore again.
    Dragonbane Greataxe,Reiko Crossbow
    =Witch Doctor Combat 18: 1d12 + 1d4 + 1d6 + 7 ⇒ (4) + (4) + (5) + 7 = 20
    Defeawted
    Remove Eye of Dragon Curse
    Dragonbane Greataxe, Gorums Iron, Recharge Magic Spiked Plate(1d4)
    Vrykolakas Combat 20: 3d12 + 1d4 + 7 ⇒ (2, 3, 5) + (2) + 7 = 19
    Hero Point: 1d12 + 17 ⇒ (4) + 17 = 21
    Defeated
    Location Dagon's Jaws "a" closed.

    Display Magic Chain Mail

    Oloch ends their turn.

    Oloch attempts to recover all cards in their Recovery pile.

    Oloch resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Witch Doctor
    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: Divine Blaze, Dread Helm, Cruel Longsword, Orison 3, Dragonbane Greataxe, Banner of the Ancient Kings,

    Displayed: Magic Chain Mail,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Order for Oloch +2 Buff 1. Basic Blessings first. 2. Non-Basic Blessings 3. Weapons from lowest bonus to greatest based solely on the STR + dX die.
    Other: Hi I'm Oloch! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Divine Insight, Thundering Earthbreaker, Wormsmyte, Urgathoa's Gluttony, The Healing Light, Giantbane Greataxe, Steal Soul, Voidglass Armor, Shock Glaive
    Recharged: Magic Spiked Full Plate, Gorum's Iron,
    Discard Pile: The Father of Creation,
    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.

    [X] 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: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.
    COMMANDING SHIP
    THRESHER

    Cogsnap Goodies:

    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:
    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.

    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:
    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.

    Scenario Level (#): 5

    Turn: 13, 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:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

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

    Spoiler:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Barriers
    Spoiler:
    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.

    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    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:
    Shock Musket +1
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spells
    Spoiler:
    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:
    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.

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

    Spoiler:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    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.

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

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

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

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

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

    Allies
    Spoiler:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Spoiler:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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 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 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: 17

    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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Oloch/tcolmaster01
    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 4 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 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 5 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    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 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 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 7 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 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 8 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 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.
    Hourglass Card 9 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 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 11 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 11 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 12 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 Reiko/Gimry
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 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 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 Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 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 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.

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

    Location #1: Dagon's Jaws
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/Gimry, None

    Dagon's Jaws Card 1:
    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.
    Dagon's Jaws Card 2:
    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.
    Dagon's Jaws Card 3:
    Onyx of Constitution
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Constitution 7
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
    Dagon's Jaws Card 4:
    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.

    Location #2: Sacred Spring
    At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Cogsnap/AbrahamZ., None
    Sacred Spring Card 1:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sacred Spring Card 2:
    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.
    Sacred Spring Card 3:
    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.
    Sacred Spring Card 4:
    Safe Harbor
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Healing
    To Acquire:
    Intelligence
    Arcane 8
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
    Sacred Spring 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.
    Sacred Spring Card 6:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Sacred Spring Card 7:
    Divine Fortune
    SS
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your 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 this card.
    Sacred Spring Card 8:
    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.
    Sacred Spring Card 9:
    Hurricane Winds
    SS
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Task
    Weather
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 13
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None
    Wishing Well 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.
    Wishing Well Card 2:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Wishing Well Card 3:
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Wishing Well Card 4:
    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.
    Wishing Well Card 5:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Wishing Well Card 6:
    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.
    Wishing Well Card 7:
    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.
    Wishing Well Card 8:
    Curse of the Flesheaters
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Wisdom
    Divine 16
    If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
    Wishing Well Card 9:
    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.
    Wishing Well Card 10:
    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.

    Location #4: Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/tcolmaster01, None
    Sharkskin Reef Card 1:
    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.
    Sharkskin Reef 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.
    Sharkskin Reef Card 3:
    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.
    Sharkskin Reef Card 4:
    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.
    Sharkskin Reef Card 5:
    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.
    Sharkskin Reef Card 6:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Sharkskin Reef Card 7:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
    Sharkskin Reef Card 8:
    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.

    Location #5: Shark Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Jirelle/TheChu, None

    Location #6: Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Shrine to Norgorber 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.
    Shrine to Norgorber Card 2:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Shrine to Norgorber Card 3:
    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.
    Shrine to Norgorber Card 4:
    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.
    Shrine to Norgorber Card 5:
    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.
    Shrine to Norgorber Card 6:
    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.
    Shrine to Norgorber Card 7:
    Breath of Dagon
    SS
    Henchman 5
    Type: Barrier
    Traits:
    Curse
    Trap
    Magic
    To Defeat:
    Disable
    Constitution
    Fortitude 16
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
    Shrine to Norgorber Card 8:
    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.
    Shrine to Norgorber Card 9:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.
    Shrine to Norgorber Card 10:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    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: Dagon's Jaws
    Location Power:When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    Scenario Powers:

    Move to location B of the Dragons Jaw. Since these are treated as different locations, I would be alone as Oloch would still be at the first location

    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.

    Divine 10: 1d4 + 4 + 1d8 + 2 ⇒ (3) + 4 + (6) + 2 = 15

    Roll Details:

    Divine - 1d4
    Oloch Power - 4
    Sneak Attack - 1d8+2

    Use Oloch Power twice(Longsword/Orison)

    Draw New Blessing - BofMilani. Discard Shuriken
    Discard Norgorber's Shadow to examine/explore again - Sapphire Jellyfish. Keep it on top

    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.

    BYA Damage: 1d4 ⇒ 2
    Discard Fan and Milani as Damage

    Combat 18: 1d10 + 6 + 1d10 + 1d8 + 2 + 1d8 ⇒ (5) + 6 + (7) + (4) + 2 + (1) = 25

    Roll Details:

    Combat(Ranged) - 1d10+6
    Splashbolt Crossbow - 1d10
    Sneak Attack - 1d8+2
    Pierce/Slash - 1d8

    As I begin to search the top of the Dragons Jaw, I come across a massive hand blocking the way. What little religion I did learn over the years helps to skirt the hand, but I run right into a huge jellyfish that strikes with a bolt of electricity.

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Returning Throwing Axe, Ring of Regeneration, Blue Star,

    Displayed: Impervious Chain Shirt,
    Deck: 8 Discard: 9 Buried: 0
    Current Location: Dagon's Jaws
    Hero Points: 4
    Used: 0
    NOTES:
    Available Support:
    Other: Paizo reroll used for scenario 0-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archie (Archer), The Winged Serpent, Returning Starknife, Embalming Fluid, Blessing of the Quartermaster, Staff of Minor Healing, Good Omen
    Recharged: Blessing of the Quartermaster (2),
    Discard Pile: Gung Ho (Sable Company Marine), Galvanic Chakram +1, Bloodroot Poison, Muatagoci (Skoan-quah Boneslayer), Tears of Death, Shuriken +1, Norgorber's Shadow, Venomous Fighting Fan +1, Blessing of Milani,
    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 2 cards of Dragons Jaw


    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: Shark Island
    Location Power: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    Scenario Powers: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman WITCH DOCTOR as if it also has the barrier type and the Curse trait.

    Jirelle moves to the Wishing Well and recharges the Mask of Stolen Mien, then explores.

    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.

    Auto-acquire from location power and encountering Pirate Shade Haunt

    Pirate Shade Haunt:
    SS
    Barrier B
    Traits:
    Undead
    Pirate
    To Defeat:
    None
    Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
    When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

    Discarding Burglar to examine and possibly explore if it's a boon

    Sea Serpent:
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

    Jirelle puts the mask away and sails to the fabled wishing well. Her request is met by a haunted pirate who gifts an evil holy symbol and forewarning of a nearby sea serpent. However, the ghastly apparition remains at the half-elf's side, offering distracting whispers in her ear.

    Jirelle wrote:

    Hand: Bloodcrow Rapier, Pepperbox, Vampiric Backsword +3, Gem of Physical Prowess, Naval Hero (Silvertongue), Blessing of Asmodeus,

    Displayed:
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Wishing Well
    Hero Points: 1
    NOTES:
    Available Support: Always reduce Structural damage to your ship by 1.
    Saving for myself - None
    * Burglar - Add 1d6 to local check to defeat a barrier
    * Naval Hero - Add 1d6 to local combat or Charisma check
    * Blessing of Asmodeus - Add 1 die to any check
    Movement: Move me to Dagon's Jaws 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): Venomous Dagger, Priest of Abadar (Gates), Blessing of Zon-Kuthon, Mouse (Ghost), Evangelist (Preacher), Heister (Fingers), Shadowless Sword, Blessing of the Vaultmaster, Blessing of the Midnight Lord, Humanbane Rapier
    Recharged: Sable Company Leathers, Blessing of the Gods, Captain's Cutlass, Mask of Stolen Mien,
    Discard Pile: Blessing of Abadar, The Demon's Lantern, Blessing of the Spy, Burglar (Rot),
    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:
    - Moved to Wishing Well
    - Acquired Card 1 of Wishing Well (Blessing of Asmodeus)
    - Examined Card 2 (Sea Serpent)
    - Displayed Pirate Shade Haunt (1 total)
    - Discarded Burglar
    - Recharged Mask of Stolen Mien

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