[ACG][SoShack] AAUGHWHY's Season of the Shackles

Game Master AAUGHWHY

Useful Info (Includes Loot and Ships)

Turn Order:
1-Ukuja
2-Valendron
3-Amli
4-Ezren
5-Zova


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Deck Handler

Trading out Spellbook for loot Letter of Marque. Starting location Holy Isle.

Ezran wrote:

Hand: Ice and Fire, Letter of Marque, Magnetic Grimoire, Sphere of Fire, Ice Chemist, Chronicler, Walking Stick,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Holy Isle
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Core), Fire Snake, Coordinated Blast, Locate Object, Fly, Cleric of Nethys, Fox (Core), Channel the Gift, Pyrotechnic Blast, Frost Ray (Core), Binder's Tome, Volcanic Storm (Core), Scrying
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.


Lvl 6 Divine Warpriest. Deck handler

Major Cure replaces Cure in my deck. Take loot cards: Buccaneer's Breastplate and Impossible Bottle, swapping out Spiked Plate and Bastion Boots respectively. Start with the crew, or Holy Isle.

Amli wrote:

Hand: Find Traps, Dancing Scimitar +2, Major Cure, Manual of War, The Brass Dwarf, Impossible Bottle,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Voidglass Armor, Golembane Hammer +2, Dwarven Longhammer +1, Divine Fortune, Gorum's Iron, Buccaneer's Breastplate, Augury, Celestial Armor, Torag's Power, Mountain Dog, Shock Greatsword +2, Blessing of the Everlight, Blessing of Gorum, The Teamster
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1

Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).


Male Elf Sorcerer/Lightning Reaver Deck Handler

Gaining Hero Point
Forfeiting upgrade
Replacing Blessing of Gozreh with loot Pirate's Favor. Replacing Ivory Dice with loot Besmara's Tricorne.
Starting at Holy Isle.

"No mystery here," said Valendron dismissively. "The evoker is just jealous that other mages have more favor among the pirate council."

Valendron wrote:

Hand: Surgeon (recharge to heal 1 local), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Cat, Blessing of Pharasma 1 (discard to bless/doublebless if spell is cast), Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Blessing of Pharasma B (discard to bless/doublebless if spell is cast), Wall of Fire,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Move Valendron with the party. I'll try to sail everyone to Windward Isle at the end of my turn.
Ask before using: 2 Blessings of Pharasma; Blessing of Gozreh; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Surgeon

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

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

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villian: Adelita Doloruso:

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

Henchman: Enemy Ship:

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

Henchman: Gilbrok the Tongue:

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

Henchman: Enemy Ship

Henchman: Jakaw Razorbeak:

Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Enemy Ship

Scenario Level (#): 5

Turn: 1, Zova/AAUGHWHY

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

Monsters
Spoiler:
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.

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

Spoiler:
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.

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

Spoiler:
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:
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:
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.

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:
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:
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:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

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

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

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

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

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

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

Spoiler:
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:
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:
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.

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

Spoiler:
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:
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.

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

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

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

Spoiler:
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.

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Valendron/EmpTyger:
Spoiler:
Hourglass Card 1 Valendron/EmpTyger
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Amli/eddiephlash:
Spoiler:
Hourglass Card 2 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 4 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 5 Valendron/EmpTyger
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Amli/eddiephlash:
Spoiler:
Hourglass Card 6 Amli/eddiephlash
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ezren/Bigguyinblack
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 8 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 9 Valendron/EmpTyger
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Amli/eddiephlash:
Spoiler:
Hourglass Card 10 Amli/eddiephlash
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 12 Zova/AAUGHWHY
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Valendron/EmpTyger:
Spoiler:
Hourglass Card 13 Valendron/EmpTyger
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 Amli/eddiephlash:
Spoiler:
Hourglass Card 14 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ezren/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 16 Zova/AAUGHWHY
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 17 Valendron/EmpTyger:
Spoiler:
Hourglass Card 17 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 18 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 20 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 21 Valendron/EmpTyger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Amli/eddiephlash:
Spoiler:
Hourglass Card 22 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 23 Ezren/Bigguyinblack
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 24 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 24 Zova/AAUGHWHY
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Valendron/EmpTyger:
Spoiler:
Hourglass Card 25 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 26 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 27 Ezren/Bigguyinblack
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 28 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 28 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Valendron/EmpTyger:
Spoiler:
Hourglass Card 29 Valendron/EmpTyger
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Gannet Island Card 1:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Gannet Island Card 2:
Spellsword +2
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Gannet Island Card 3:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
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.
Gannet Island 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.
Gannet Island Card 6:
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.
Gannet Island Card 7:
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.
Gannet Island Card 8:
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.
Gannet Island Card 9:
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.
Gannet Island Card 10:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #2: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, None
Holy Isle Card 1:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Holy Isle Card 2:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 3:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 4:
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.
Holy Isle Card 5:
Gilbrok the Tongue
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 6:
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.
Holy Isle Card 7:
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.
Holy Isle Card 8:
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.
Holy Isle Card 9:
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.
Holy Isle Card 10:
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.

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle Card 4:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Widowmaker Isle Card 5:
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.
Widowmaker Isle Card 6:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Widowmaker Isle Card 7:
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.
Widowmaker Isle Card 8:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Widowmaker Isle Card 9:
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.
Widowmaker Isle Card 10:
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.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/AAUGHWHY, None
Tempest Cay Card 1:
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.
Tempest Cay Card 2:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Tempest Cay Card 3:
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.
Tempest Cay Card 4:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Tempest Cay Card 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.
Tempest Cay Card 6:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Tempest Cay Card 7:
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.
Tempest Cay Card 8:
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.
Tempest Cay Card 9:
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.
Tempest Cay Card 10:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #5: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Cannibal Isle Card 1:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Cannibal Isle Card 2:
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.
Cannibal Isle Card 3:
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_
Cannibal Isle Card 4:
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.
Cannibal Isle Card 5:
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.
Cannibal Isle Card 6:
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.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
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.

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Windward Isle Card 7:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Windward Isle Card 8:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Windward Isle 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.
Windward Isle Card 10:
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.


Deck Handler

Starting Location: Tempest Cay (Flying to Holy Isle to join the rest of the party after exploring)

Starting Hand Size: 9

"

Zova wrote:

Hand: Sable Company Hide, Aspect of the Monkey, Raven, Droogami, Aspect of the Frog, Aspect of the Bull, Aspect of the Mouse, Vampire Squid, Thylacine,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Hawk, Sedja, Blessing of Ketephys, Blessing of Kelizandri, Riding Allosaurus, Blessing of the Green Faith, Seaborne Trident +1, The Wanderer, Angelstep, Amulet of Mighty Fists, Cloud Puff
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


Deck Handler

Hour is Blessing of the Gods

Display Sable Company Hide and Aspect of the Bull

Zova takes off and flies ahead of the ship to plot out an escape route. Maybe the walls of Tempest Cay can provide some cover?

Zova starts envisioning different ways to help deflect some of the cannonballs hurtling towards them. Maybe Ezren can stop some of them with Card 1: Telekinesis?

WIS 10: 2d8 + 3 ⇒ (4, 5) + 3 = 12 Acquired!

Yeah that might work... And maybe Valendron can Card 2: Control Weather to give us a boost? Discard Raven to explore again

WIS 11: 1d8 + 3 ⇒ (3) + 3 = 6

No that would just speed up all the other ships too. Oh! What about hiding behind a Card 3: Illusory Wall? Discard Thylacine to explore again. Display Aspect of the Frog; recharge Telekinesis to evade Illusory Wall and recharge it into the location

Discard Vampire Squid to explore again: 1d7 + 3 ⇒ (3) + 3 = 6

Zova shakes the idea of the wall from her mind and turns her attention back towards the Cay. She spots a Card 6: Dire Shark lurking just beneath the surface. Better take care of the now. Recharge Aspect of the Mouse for +Survival+1

Combat 22: 1d6 + 2d8 + 9 ⇒ (1) + (8, 8) + 9 = 26 Defeated! Draw it to hand. Kraken blocks 2 Structural Damage

Zova dives down and takes out the shark with a quick talon strike. She rides the momentum and starts soaring back to her group when a bolt strikes her out of nowhere: a Holy Isle Card 1: Gargoyle Sniper! Discard Droogami to move to Holy Isle and Explore. Auto-fail the BA.

Ranged Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Recharge Sable Company Hide to reduce damage to 0

For the combat, Recharge Dire Shark for +Survival+5

Combat 22: 1d6 + 1d8 + 1d4 + 13 ⇒ (5) + (4) + (2) + 13 = 24 Defeated! Draw it to hand

Zova hones her vision to locate the sniper. A fly-by tackle sends the gargoyle toppling off it's perch.

Auto-recharge Aspect of the Frog

"

Zova wrote:

Hand: Gargoyle Sniper, Aspect of the Monkey, Blessing of Ketephys, The Wanderer, Cloud Puff, Seaborne Trident +1, Sedja, Amulet of Mighty Fists, Blessing of Kelizandri,

Displayed: Aspect of the Bull,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing of Ketephys: Discard to bless; bless twice if check invokes Animal

The Wanderer: On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead

Cloud Puff: Banish to let local character ignore BA/AA

Blessing of Kelizandri: Discard to bless, Bless twice vs Aquatic

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith, Riding Allosaurus, Angelstep, Aspect of the Hawk
Recharged: Aspect of the Mouse, Sable Company Hide, Dire Shark, Aspect of the Frog,
Discard Pile: Raven, Thylacine, Vampire Squid, Droogami,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

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

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villian: Adelita Doloruso:

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

Henchman: Enemy Ship:

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

Henchman: Gilbrok the Tongue:

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

Henchman: Enemy Ship

Henchman: Jakaw Razorbeak:

Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Enemy Ship

Scenario Level (#): 5

Turn: 2, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

Spoiler:
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:
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:
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:
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.

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

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

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

Weapons
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.

Spoiler:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

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

Spoiler:
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.

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

Spoiler:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

Spoiler:
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.

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:
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:
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:
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.

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

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

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

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

Spoiler:
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:
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 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 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
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 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
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 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
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 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
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 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 20 Valendron/EmpTyger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Amli/eddiephlash:
Spoiler:
Hourglass Card 21 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 Zova/AAUGHWHY
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 24 Valendron/EmpTyger:
Spoiler:
Hourglass Card 24 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Amli/eddiephlash:
Spoiler:
Hourglass Card 25 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 26 Ezren/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 27 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Valendron/EmpTyger:
Spoiler:
Hourglass Card 28 Valendron/EmpTyger
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Gannet Island Card 1:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Gannet Island Card 2:
Spellsword +2
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Gannet Island Card 3:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
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.
Gannet Island 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.
Gannet Island Card 6:
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.
Gannet Island Card 7:
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.
Gannet Island Card 8:
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.
Gannet Island Card 9:
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.
Gannet Island Card 10:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #2: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, None
Holy Isle Card 1:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 2:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 3:
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.
Holy Isle Card 4:
Gilbrok the Tongue
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 5:
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.
Holy Isle Card 6:
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.
Holy Isle Card 7:
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.
Holy Isle Card 8:
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 9:
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.

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle Card 4:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Widowmaker Isle Card 5:
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.
Widowmaker Isle Card 6:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Widowmaker Isle Card 7:
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.
Widowmaker Isle Card 8:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Widowmaker Isle Card 9:
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.
Widowmaker Isle Card 10:
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.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Tempest Cay Card 2:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tempest Cay Card 3:
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.
Tempest Cay Card 4:
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.
Tempest Cay Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Tempest Cay 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.
Tempest Cay Card 7 (Illusory Wall):
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.

Location #5: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Cannibal Isle Card 1:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Cannibal Isle Card 2:
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.
Cannibal Isle Card 3:
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_
Cannibal Isle Card 4:
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.
Cannibal Isle Card 5:
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.
Cannibal Isle Card 6:
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.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
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.

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Windward Isle Card 7:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Windward Isle Card 8:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Windward Isle 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.
Windward Isle Card 10:
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Erastil o’clock
Exploring Holy Isle 1: Blessing of the Gods

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

Blessing of the Gods is acquired and banished. Ezren transmogrifies Blessing of the Gods into Random non-Basic Blessing 1: of Norgorber
Blessing of Norgorber:
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

A righteous fervor took hold of the elf. “The shackles are *ours*. We take what we will!”

Discarding Blessing of Pharasma to explore Holy Isle 2: Blessing of Gozreh

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

Discarding Blessing of Gozreh. Amli forges
Divine 5: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Blessing of Gozreh is acquired

The isle was a nexus for sorcery and storms. “And we take this isle!”

Holy Isle: Exploring Holy Isle 3: Blazing Servant

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.

Discarding Pirate’s Favor. Amli forges. Ezren reveals Magentic Grimoire
Arcane 12: 2d10 + 5 + 2 + 1d4 ⇒ (3, 5) + 5 + 2 + (3) = 18
Blazing Servant is acquired

A holy spirit of flame submitted to the pirate sorcerer, recognizing his claim on the isle.

Holy Isle: Exploring Holy Isle 4: Gilbrok the Tongue

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

Displaying Wall of Fire, discarding Blessing of Pharasma, no Swashbuckling. Ezren reveals Magnetic Grimoire
Combat 18: 3d10 - 3 + 5 + 2d6 - 2 + 1d4 - 1 ⇒ (5, 8, 3) - 3 + 5 + (1, 1) - 2 + (2) - 1 = 19
Gilbrok the Tongue is banished
Leaving Holy Isle open

Adelita’s lieutenant arrived at the powerful nexus too late. Valendron’s supercharged walls incinerated the witch.

Holy Isle: Exploring Holy Isle 5: Raise Dead

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.

Discarding Blessing of Norgorber. Amli forges
WIS 12: 3d8 + 2 ⇒ (8, 8, 3) + 2 = 21
Raise Dead is acquired

Valendron realized just how powerful the holy energy was. “This could bring back the dead.”

Holy Isle: Exploring Holy Isle 6: Blessing of Abadar

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

Amli forges
DEX 6: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Blessing of Abadar is acquired

Without hesitation, the storm reaver unlocked the holy energies.

Discarding Cat to explore Holy Isle 7: Storm

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.

Storm is displayed
Valendron’s familiar gave an eerie howl. The sorcerer had unleashed a storm.

Discarding Blessing of Abadar to explore Holy Isle 8: Blessing of Cayden Cailean

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

Discarding Blessing of Gozreh. Amli forges
Divine 5: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Blessing of Cayden Cailean is acquired and banished. Ezren transmogrifies Blessing of Cayden Cailean into Random non-Basic Blessing 2: of Besmara

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

Valendron exhorted the crew, his voice carrying over the wind. “Never forget. We’re not a bunch of drunken louts. We’re a mighty force of storm reavers!”

Holy Isle: Exploring Holy Isle 9: Conchobhar Turlach Shortstone

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.

Discarding Blessing of Besmara
CHA 7: 2d10 + 3 ⇒ (6, 2) + 3 = 11
Conchobhar Turlach Shortstone is acquired and banished. Ezren transmogrifies Conchobhar Turlach Shortstone into Random non-Basic Ally 1: Monkey

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.

The gnome bard was frightened of the storm, but his pet monkey was laughing as hard as Valendron.

Closing empty Holy Isle: Banishing Blazing Servant to recovery by recharging Monkey
WIS 7: 1d8 + 1d8 + 3 ⇒ (8) + (4) + 3 = 15
Holy Isle is closed. Recharging Blessings of Pharasma, Gozreh, Pharasma, Norgorber, Abadar, Gozreh, Besmara

The holy spirit of the isle blazed, infusing Valendron with renewed divine energy.

Ending turn.
Recharging Surgeon to heal Pirate’s Favor
Recharging Raise Dead to sail to Windward Isle, taking everyone.
Windward Isle: Drawing Good Omen. Everyone may draw a card
Recovery: Amli forges. Ezren reveals Magnetic Grimoire
Arcane 14: 1d10 + 5 + 2 + 1d4 ⇒ (6) + 5 + 2 + (2) = 15
Blazing Servant is recharged
Amli forges. Ezren reveals Magnetic Grimoire
Arcane 13: 1d10 + 5 + 2 + 1d4 ⇒ (9) + 5 + 2 + (1) = 17
Wall of Fire is recharged
Resetting hand

Valendron sipped a healing potion, then summoned the wind to fill the Kraken’s sails. The whole crew cheered as they raced ahead of the storm towards new plunder.

Valendron wrote:

Hand: Good Omen (freely banish to recovery for +6 to close/guard/acquire), Blessing of Abadar C (discard to bless/doublebless if to defeat barrier), Blessing of Besmara (discard to bless/doublebless if Swashbuckling), Monkey, Blessing of Norgorber (discard to bless/doublebless if to acquire), Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Blessing of Gozreh C (discard to bless/doublebless if to close/guard),

Displayed:
Deck: 19 Discard: 1 Buried: 0
Notes: Move Valendron with the party. I'll try to sail everyone to Windward Isle at the end of my turn.
Ask before using:
Can use without asking: 2 Blessings of Gozreh; Blessing of Besmara; Blessing of Norgorber; Blessing of Abadar; Good Omen

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
Holy Isle 1, 4, 8, 9 are banished.
Holy Isle 2, 3, 5, 6, are acquired.
Holy Isle 7 is displayed at Holy Isle.
Holy Isle is closed.
Random Ally 1 (Monkey) is acquired.
Random Blessings 1, 2 (of Norgorber, of Besmara) are acquired.
Amli is at Windward Isle.
Amli may draw a card.
Ezren is at Windward Isle.
Ezren may draw a card.
Zova is at Windward Isle.
Zova may draw a card.
Valendron is at Windward Isle.


Deck Handler

Draw a card for moving to Windward Isle on Valendron's turn: Fly.


Lvl 6 Divine Warpriest. Deck handler

Sail to Windward Isle with the crew. Draw a free card: Gorum's Iron.

Start turn. Sail to Cannibal Isle, bringing the crew. Explore card 1: Jakaw Razorbeak. Display Manual of War to add 1 to Str checks for the turn. Ask for Zova's Cloud Puff to ignore the bya. Not a stinking human, so no difficulty increase. For combat, reveal and recharge Dancing Scimitar +2. Recharge Gorum's Iron to bless non attack combat. Display Brass Dwarf.

Combat 20: 2d8 + 5 + 1d6 + 2 + 1d6 + 2 + 1 ⇒ (2, 3) + 5 + (1) + 2 + (3) + 2 + 1 = 19 That's hero point worthy...
Combat 20: 2d8 + 5 + 1d6 + 2 + 1d6 + 2 ⇒ (8, 7) + 5 + (2) + 2 + (4) + 2 = 30 Boom!

Attempt to close.
Melee 6: 1d8 + 5 ⇒ (7) + 5 = 12 Auto

Ezren casts Fly to move us back to Windward Isle, so lots more card draws can happen. I draw: Blessing of the Everlight. End turn. Reset hand, drawing 1.

Amli wrote:

Hand: Find Traps, Major Cure, Impossible Bottle, The Brass Dwarf, Blessing of the Everlight, Golembane Hammer +2,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Windward Isle
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Greatsword +2, Blessing of Gorum, Dwarven Longhammer +1, Buccaneer's Breastplate, Mountain Dog, Torag's Power, Voidglass Armor, The Teamster, Augury, Divine Fortune, Celestial Armor
Recharged: Dancing Scimitar +2, Gorum's Iron,
Discard Pile: Manual of War,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☐ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.

Summary:
Closed Cannibal Isle.
Ezren may draw a card.
Zova may draw an additional card.
Valendron may draw an additional card.


Deck Handler

During Amli's turn cast Fly examining Tempest Cay card 1 Breastplate of the Deep and Gannet Island card 1 Jolly Roger. Examine the top card of my deck: Scrying. Draw it. On moving to Windward Isle draw a card: Binder's Tome.

Ezran attempts to recover all cards in their Recovery pile.
Fly: Arcane 10: 1d12 + 1d4 + 6 ⇒ (9) + (2) + 6 = 17 -> Fly recharged.

Blessing of Sivanah in effect. Pass Binder's Tome to Valendron.

Cast Scrying on Widowmaker Isle naming Barrier. Card 1 Cannoneer, Card 2 Darkforest Anemone, Card 3 Blessing of Norgorber. Location is shuffled. Examine the top card of my deck: Volcanic Storm (Core). Draw it. Move everyone to the closed Holy Isle. Bury Letter of Marque to shuffle 1d4 +1 spells into the location then explore.

spells shuffled in: 1d4 + 1 ⇒ (1) + 1 = 2 Random spell #1 and #2.

random from the top: 1d2 ⇒ 1

Holy Isle Card 1: 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.

Auto acquire. Transmorgrify into random spell #3 Seamantle. Acquired a card with the magic trait so take my free explore.

Holy Isle Card 2: Control Weather:

SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Arcane 11 revealing Chemist/Grimoire: 1d12 + 1d4 + 6 ⇒ (1) + (2) + 6 = 9

product reroll the 1: 1d12 ⇒ 1

Banished. End turn. Recharge Walking Stick to move us all back to Windward Isle . We all draw a card.. Draw Fire Snake.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Scrying: Arcane 16: 1d12 + 1d4 + 6 ⇒ (11) + (1) + 6 = 18 -> Scrying recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Ice and Fire, Seamantle, Magnetic Grimoire, Sphere of Fire, Ice Chemist, Chronicler, Fire Snake, Volcanic Storm (Core), Fox (Core), Coordinated Blast,

Displayed:
Deck: 9 Discard: 0 Buried: 1
"Current Location: Windward Isle
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: used

Coordinated Blast: On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill. (1d12 +6)

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Fox (Core): On a local Intelligence or Wisdom check, recharge to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Core), Cleric of Nethys, Locate Object, Channel the Gift, Pyrotechnic Blast, Frost Ray (Core)
Recharged: Fly, Walking Stick, Scrying,
Discard Pile:
Buried Pile: Letter of Marque,
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Tempest Cay card 1 examined: Breastplate of the Deep.

Gannet Island card 1 examined: Jolly Roger.

Random spell # 1 and 2 banished. #3 Seamantle acquired.

Valendron passed Binder's Tome.

We all draw a card for moving back to Windward Isle.

[b]Everyo


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

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

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villian: Adelita Doloruso:

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

Henchman: Enemy Ship:

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

Henchman: Gilbrok the Tongue:

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

Henchman: Enemy Ship

Henchman: Jakaw Razorbeak:

Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Enemy Ship

Scenario Level (#): 5

Turn: 6, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

Monsters
Spoiler:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

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:
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:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

Spoiler:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

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

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

Spoiler:
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:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Animalbane Dagger +1
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Spoiler:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Spoiler:
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.

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

Spoiler:
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:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

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:
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.

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

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:
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.

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

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

Spoiler:
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.

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

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

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

Spoiler:
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.

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

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of 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 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.

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
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 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
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 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Valendron/EmpTyger:
Spoiler:
Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 21 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, None

Location #2: Holy Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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.

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Cannoneer, Darkforest Anemone, Blessing of Norgorber

Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle 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.
Widowmaker Isle Card 4:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Widowmaker Isle Card 5:
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.
Widowmaker Isle Card 6:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Widowmaker Isle Card 7:
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.
Widowmaker Isle Card 8:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Widowmaker Isle Card 9:
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.
Widowmaker Isle Card 10:
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.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1 (Breastplate of the Deep):
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Tempest Cay Card 2:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tempest Cay Card 3:
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.
Tempest Cay Card 4:
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.
Tempest Cay Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Tempest Cay 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.
Tempest Cay Card 7 (Illusory Wall):
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.

Location #5: Cannibal Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Windward Isle Card 7:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Windward Isle Card 8:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Windward Isle 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.
Windward Isle Card 10:
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.


Deck Handler

Draw 3 cards from moving to Windward Isle 3 times: Aspect of the Hawk, Angelstep, Blessing of the Green Faith

On Amli's turn, Banish Cloud Puff. Auto Recover it

Hour is Blessing of the Gods

Move to Gannet Island, taking everyone with me

Valendron's show of force at the Holy Isle inspires the rest of the crew. They hoist the Card 1: Jolly Roger high, a threat and warning for Doloruso's pretender fleet! Reveal Trident

Survival 8: 2d8 + 1d4 + 6 ⇒ (2, 7) + (1) + 6 = 16 Acquired. Display it next to the ship

Zova descends into the hold to take stock of their cargo. That Card 2: Spellsword +2 could be useful... Recharge The Wanderer to explore again. Recharge Sedja for +Survival+1

STR 11: 1d6 + 1d8 + 9 ⇒ (3) + (3) + 9 = 15 Acquired

Zova returns to the deck just in time to see one of the Card 3: Enemy Ships break formation and rush The Kraken! Discard Blessing of Ketephys to explore again

Random Ship: 1d17 ⇒ 9 Thresher. BA bury a random card from discards: Thylacine. Reveal Trident

Survival 7: 1d8 + 1d6 + 1d4 + 6 ⇒ (1) + (3) + (3) + 6 = 13 Defeated!

Plunder: 1d6 ⇒ 6 Our choice again. I think I want Item this time

Close Gannet Island, discard hours: 1d4 ⇒ 3

On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.

The Kraken's cannons make short work of The Thresher and a palpable wave of fear spreads over the rest of the fleet. The crew takes a small dinghy to the wreck to plunder it's hold.

Plunder: 1d6 ⇒ 1 Random Weapon 1: Falcata+1

Banish Angelstep to heal myself

Angelstep Heal: 1d4 + 1 ⇒ (4) + 1 = 5

Recover Angelstep Survival 9, revealing Trident: 1d8 + 1d4 + 6 ⇒ (6) + (2) + 6 = 14

"

Zova wrote:

Hand: Gargoyle Sniper, Aspect of the Monkey, Spellsword +2, Falcata +1, Blessing of the Green Faith, Seaborne Trident +1, Aspect of the Hawk, Amulet of Mighty Fists, Blessing of Kelizandri,

Displayed: Aspect of the Bull,
Deck: 13 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

Blessing of Kelizandri: Discard to bless, Bless twice vs Aquatic

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Raven, Aspect of the Mouse, Dire Shark, The Wanderer, Sedja, Cloud Puff, Droogami, Blessing of Ketephys, Riding Allosaurus, Aspect of the Frog, Sable Company Hide, Vampire Squid
Recharged: Angelstep,
Discard Pile:
Buried Pile: Thylacine,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli's turn)
Windward Isle: Drawing Blessing of Pharasma
(During Ezren's turn)
Windward Isle: Drawing Besmara's Tricorne
(During Zova's turn)
Plunder: 1d6 ⇒ 6
Gannet Island: Drawing Random non-Basic, non-Elite Spell 1: Find Traps

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.

Valendron felt magic in the gusting winds strong enough to propel the Kraken past any barrier.

(Valendron's turn)
Hourglass: Gods o'clock
Giving Find Traps to Amli

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.

Entrusting the aeromancy to Amli, the sorcerer steered the Kraken towards the dangerous Widowmaker Isle.

Sailing to Widowmaker Isle, taking everyone
Shuffled Widowmaker Isle: 1d10 ⇒ 6
Exploring Widowmaker Isle 6: Hull Damage

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.

Discarding Blessing of Abadar, 1 discarded ally. Amli casts Find Traps
INT 6+5+1=12: 5d6 ⇒ (3, 3, 2, 1, 4) = 13
Hull Damage is banished

And sure enough, with Amli's guidance, the way forward was opened.

Shuffled Widowmaker Isle: 1d10 ⇒ 7
Discarding Blessing of Gozreh to explore Widowmaker Isle 7: Cyclops

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.

Examining and recharging Scrying
Discarding Blessing of Besmara as an Attack Magic Electricity spell, discarding Blessing of Pharasma, revealing Binder's Tome, 1 discarded ally
Combat 22+1=23: 3d10 + 5 + 1d6 + 2 + 1d4 ⇒ (7, 1, 8) + 5 + (2) + 2 + (1) = 26
Cyclops is banished

A cyclops guarded the island shore with divination magic. The reaver decided to not be subtle. A swirling barrage of blue lightning enveloped the one-eyed giant.

Shuffled Widowmaker Isle: 1d10 ⇒ 1
Discarding Blessing of Gozreh to explore Widowmaker Isle 1: Cannoneer

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.

Structural damage: 1d4 - 1 ⇒ (1) - 1 = 0
Discarding Monkey as an Attack Magic Electricity spell, revealing Binder's Tome, discarding Blessing of Norgorber, 2 discarded allies
Combat 17+2=19: 2d10 + 5 + 1d6 + 2 + 1d4 ⇒ (4, 4) + 5 + (5) + 2 + (4) = 24
Cannoneer is banished

Artillery along the shore tried to repel the Kraken, but their ship vanished amid the darkening storm clouds. "All they do is reveal their position," observed Valendron grimly. The sorcerer called a bolt of lightning down on the hapless cannoneer.

Ending turn. Recharging Good Omen to sail to Windward Isle, taking everyone.
Windward Isle: Drawing Blessing of Abadar. Everyone may draw a card
Resetting hand

Before their foes could react, the wind carried them off again.

Valendron wrote:

Hand: Headband of Alluring Charisma, Besmara's Tricorne (recharge for +1d8 to local CON/WIS/Fortitude/Survival if on a ship), Blessing of Abadar B (discard to bless/doublebless if to defeat barrier), Binder's Tome (reveal for +1d4 and Mental to local CHA/Combat), Seeking Harpoon +1, Swipe (banish to recovery for -3 to combat difficulty), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),

Displayed:
Deck: 13 Discard: 8 Buried: 0
Notes: Move Valendron with the party. I'll sail everyone to Windward Isle at the end of my turn whenever possible.
Ask before using: Blessing of Abadar; Besmara's Tricorne
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Besmara's Tricorne for henchman/closing; Binder's Tome; Swipe; Mist Horn

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
(Widowmaker Isle was shuffled on Ezren's turn)
Widowmaker Isle 1, 6, 7 are banished.
Random Spell 1 (Find Traps) is acquired.
Amli receives and casts Find Traps.
Amli may draw a card.
Amli is at Windward Isle.
Ezren may draw a card.
Ezren is at Windward Isle.
Zova may draw a card.
Zova is at Windward Isle.
Valendron is at Windward Isle.


Deck Handler

plunder: 1d6 ⇒ 2 Random spell #2 Rage.


Lvl 6 Divine Warpriest. Deck handler

Draw 1 on Ezren's turn: Shock Greatsword +2.
Plunder from Zova's turn: 1d6 ⇒ 3: Armor: Fortified Breastplate
Receive a Find Traps from Val, then cast it. Draw a card at eot: Augury.

Recovery Find Traps 2: Divine 8: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14 -> Find Traps 2 recharged.

Start turn. Hour is Abadar. Give Fortified Breastplate to Valendron. Cast Major cure on Valendron, healing them 1d4+1, and heal myself 1: Manual of war. Cast Augury for monsters. Card 1: Corlan. Card 2: Great White Shark. Card 3: Adelita Doloruso. Put the villain on top, followed by the shark, and shuffle in ole Corlan.

Move the crew to Tempest Cay. Explore Breastplate of the Deep. Discard The Brass Dwarf to double bless. Add 2 for the forge.
Fort 11: 3d10 + 3 + 2 ⇒ (6, 5, 2) + 3 + 2 = 18: Acquired!

Discard Everlight to explore card 2: Hull Damage. Cast Find Traps.
Craft 6 + # = 11: 3d10 + 2 ⇒ (5, 2, 8) + 2 = 17 Defeated!

End turn.

Amli attempts to recover all cards in their Recovery pile.
Augury: Divine 8: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14 -> Augury recharged.
Major Cure: Divine 10: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6 -> Major Cure discarded.
Find Traps: Divine 8: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8 -> Find Traps recharged.

Amli resets their hand, drawing 2.

Amli wrote:

Hand: Golembane Hammer +2, Shock Greatsword +2, Breastplate of the Deep, Impossible Bottle, Torag's Power, The Teamster,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Current Location: Tempest Cay
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Voidglass Armor, Dwarven Longhammer +1, Gorum's Iron, Mountain Dog, Celestial Armor, Manual of War, Buccaneer's Breastplate, Divine Fortune, Dancing Scimitar +2, Find Traps 2, Blessing of Gorum
Recharged: Augury, Find Traps,
Discard Pile: The Brass Dwarf, Blessing of the Everlight, Major Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☐ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.

Tempest Cay: Banished card 2, acquired card 1.
Windward Isle: Card 3 is on top, then card 2. Card 1 is shuffled with the rest.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli's turn)
Major Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Blessing of Norgorber, Monkey, Blessing of Gozreh, Cat are healed

Any lingering awkwardness that Valendron felt from wearing Amli's heavy breastplate vanished when the dwarf's healing runes activated.

Valendron wrote:

Hand: Headband of Alluring Charisma, Besmara's Tricorne (recharge for +1d8 to local CON/WIS/Fortitude/Survival if on a ship), Blessing of Abadar B (discard to bless/doublebless if to defeat barrier), Binder's Tome (reveal for +1d4 and Mental to local CHA/Combat), Seeking Harpoon +1, Swipe (banish to recovery for -3 to combat difficulty), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Fortified Breastplate,

Displayed:
Deck: 17 Discard: 4 Buried: 0
Notes: Move Valendron with the party. I'll sail everyone to Windward Isle at the end of my turn whenever possible.
Ask before using: Blessing of Abadar; Besmara's Tricorne
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Besmara's Tricorne for henchman/closing; Binder's Tome; Swipe; Mist Horn

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4


Deck Handler

During Valendron's turn draw a card for sailing to Windward Isle: Locate Object.

Blessing of Asmodeus in effect.

Cast Locate Object. Card 3 Albatross. Encounter it. Examine the top card of my deck: Frost Ray (Core). Draw it.

Tempest Cay Card 3: 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.

Valendron recharges Besmara's Tricorne.

wisdom 11 revealing Grimoire/Chemist, aided by Tricorne: 1d6 + 1d4 + 1d8 + 1 ⇒ (1) + (3) + (5) + 1 = 10

product reroll on the 1: 1d6 ⇒ 3

12 succeeds. Take my free explore.

Tempest Cay Card 4: 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.

wisdom 6 revealing Grimoire/Chemist: 1d6 + 1d4 + 1 ⇒ (5) + (1) + 1 = 7

Transmogrify into random ally #1 Giffer Tibbs. Discard Giffer Tibbs to explore.

Tempest Cay Card 5: Enemy Ship:

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

random enemy ship: 1d17 ⇒ 1 Shackles Pirate Ship.

wisdom 6 revealing Grimoire/Chemist: 1d6 + 1d4 + 1 ⇒ (6) + (1) + 1 = 8

plunder: 1d6 ⇒ 3 Armor

Knowledge 7 to close revealing Chemist/Grimoire: 1d12 + 1d4 + 5 ⇒ (8) + (1) + 5 = 14

move randomly and take everyone with me: 1d5 ⇒ 2 Holy Isle.

Ezran ends their turn. Discard Albatross, Sphere of Fire and Frost Ray (Core).

Ezran attempts to recover all cards in their Recovery pile.
Locate Object: Arcane 8: 1d12 + 1d4 + 6 ⇒ (11) + (2) + 6 = 19 -> Locate Object recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Ice and Fire, Seamantle, Magnetic Grimoire, Ice Chemist, Chronicler, Fire Snake, Volcanic Storm (Core), Fox (Core), Coordinated Blast, Control Weather,

Displayed:
Deck: 9 Discard: 4 Buried: 1
"Current Location: Windward Isle
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: used

Coordinated Blast: On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill. (1d12 +6)

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Fox (Core): On a local Intelligence or Wisdom check, recharge to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.

Control Weather: Discard this card to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed card that has the Weather trait.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Core), Cleric of Nethys, Rage, Channel the Gift, Pyrotechnic Blast
Recharged: Fly, Walking Stick, Scrying, Locate Object,
Discard Pile: Giffer Tibbs, Albatross, Sphere of Fire, Frost Ray (Core),
Buried Pile: Letter of Marque,
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Tempest Cay card 3 acquired. Location closed.

Random Ally #1 Giffer Tibbs acquired.

Valendron recharges Besmara's Tricorne.


Deck Handler

On Valendron's turn, draw a card from Windward Isle: Aspect of the Frog

On Ezren's turn, I would have offered Blessing of the Green Faith to acquire the Ally 5 since the Tricorne can't be played freely. It probably would have been the Bless and the Tricorne, we'll keep those values

BoGF Bless: 1d6 + 1 + 5 + 1 ⇒ (4) + 1 + 5 + 1 = 11 That's an acquired Albatross!

Starting my turn. Exploring the shuffled Widowmaker Isle from the BR site instead of rolling for random cards. Hour is Blessing of Besmara

Move to Widowmaker Isle, taking everyone with

Zova takes off for the Widowmaker Isle. She notices that the rigging is entangled into 6 knots. Weird. It kind of reminds her of the holy symbol of Sivanah.Explore Card 1: Blessing of Sivanah. Display Aspect of the Monkey.

CHA 7: 3d6 ⇒ (2, 5, 2) = 9 Acquire. Transmogrify to Random Blessing 1: Blessing of Hshurha

Zova pays it no mind until the ship begins to drift off to the side. The knots weren't just a coincidence; there's a Card 2: Sabotage on board! Discard Blessing of Kelizandri to explore again. Recharge Aspect of the Frog for +Survival+1

DEX 12: 2d8 + 1d6 + 7 ⇒ (8, 3) + (1) + 7 = 19

Zova untangles the rigging but can't help but think: have they been harboring a Card 3: Norgorborite assassin this entire time? Discard Blessing of Hshurha to explore again. Encounter Blessing of Norgorber. Acquire it by Burying Falchion+1

The question is answered when one of the deckhands pulls out a knife and charges Zova in an Card 4: Ambush! Discard Blessing of Norgorber to explore again. Recharge Aspect of the Hawk for +Survival+1

DEX 14: 2d8 + 1d6 + 7 ⇒ (7, 8) + (4) + 7 = 26

Zova swiftly kicks the would-be assassin overboard, but they grab onto her cloak at the last second, dragging her down with them into a colony of Card 5: Darkforest Anemone! Take the free explore from Ambush. Recharge Gargoyle Sniper for +Survival+6. Reveal Amulet of Mighty Fists for +1d4 and Magic

Combat 16: 1d6 + 1d8 + 1d4 + 12 ⇒ (2) + (5) + (4) + 12 = 23 Defeated. Draw it to hand

Zova sifts at the last second, flying away and leading the ship back towards Windward Isle Discard Spellsword+ +2 to move to Windward Isle. Everyone can draw a card. I draw Sedja

Auto-recover Aspect of the Monkey

"

Zova wrote:

Hand: Darkforest Anemone, Sedja, Droogami, Sable Company Hide, Blessing of Ketephys, Seaborne Trident +1, Dire Shark, Amulet of Mighty Fists, Vampire Squid,

Displayed: Aspect of the Bull,
Deck: 11 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

Blessing of Ketephys: Discard to bless. Bless twice if check invokes Animal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Riding Allosaurus, Cloud Puff, Raven, The Wanderer, Aspect of the Mouse
Recharged: Angelstep, Blessing of the Green Faith, Aspect of the Frog, Aspect of the Hawk, Gargoyle Sniper, Aspect of the Monkey,
Discard Pile: Blessing of Kelizandri, Blessing of Hsurha, Blessing of Norgorber, Spellsword +2,
Buried Pile: Thylacine, Falcata +1,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

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

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villian: Adelita Doloruso:

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

Henchman: Enemy Ship:

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

Henchman: Gilbrok the Tongue:

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

Henchman: Enemy Ship

Henchman: Jakaw Razorbeak:

Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Enemy Ship

Scenario Level (#): 5

Turn: 10, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

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

Spoiler:
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.

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

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

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

Spoiler:
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:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
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:
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.

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:
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:
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:
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.

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.

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

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

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

Spoiler:
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:
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:
Crown of Swords
SS
Item 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

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

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

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

Spoiler:
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:
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:
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:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

Current Hour:

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

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
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 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Plunder Deck
W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0
Plunder Deck Card 1:

Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Plunder Deck Card 2:

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

Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #1: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Holy Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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.

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Widowmaker Isle Card 1:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Widowmaker Isle 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.

Location #4: Tempest Cay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Cannibal Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, Corlan

Windward Isle Card 1 (Adelita Doloruso):
Adelita Doloruso
SS
Villain 5
Type: Monster
Traits:
Human
Evoker
Pirate
To Defeat:
Combat 19
THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Windward Isle Card 2 (Great White Shark):
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.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
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.
Windward Isle Card 7:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Windward Isle Card 8:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Zova’s turn)
Windward Isle: Drawing Blessing of Pharasma

The blue swirls of sorcery danced in the wind.

(Valendron’s turn)
Hourglass: Norgorber o’clock
Displaying Mist Horn at Windward Isle

Valendron sounded his horn, and the swirls of wind thickened into mist. Adelita was cut off from her fleet.

Sailing to Widowmaker Isle, taking everyone
Exploring Widowmaker Isle 1: Enemy Ship

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

Random Ship: 1d17 ⇒ 9
Summoning Thresher
Thresher:
Ship 2
Class 2

When Encountering
To Defeat:
Intelligence/Knowledge 9
OR
Wisdom/Survival 7
Before you act, bury a random card from your discard pile.

When Commanding 
Reduce Structural damage to this ship by 1. 
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

When Commanding (Wrecked) 
To Repair:
Craft 6
At the start of your turn, summon and encounter the henchman Hammerhead Shark.

Burying Blessing of Pharasma
Discarding Blessing of Abadar. Ezren recharges Fox
WIS 7: 2d8 + 1d4 ⇒ (2, 5) + (1) = 8
Plunder: 1d6 ⇒ 6
Stashing Random Item 1 as plunder. Thresher is banished. Enemy Ship is banished
Closing Widowmaker Isle: Summoning Enemy Ship

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

Random Ship: 1d17 ⇒ 13
Summoning Sanbalot
Sanbalot:
Ship 3
Class 3

When Encountering 
To Defeat: 
Dexterity/Stealth 9 
OR 
Wisdom/Survival 7 
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.

When Commanding 
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them. 
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

When Commanding (Wrecked) 
To Repair: 
Craft 6 
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


Ranged Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Revealing Fortified Breastplate to prevent 2 Ranged Combat damage
Everyone takes 1d4-1 Ranged Combat damage
Discarding Blessing of Pharasma
Stealth 9: 2d8 + 4 ⇒ (1, 6) + 4 = 11
Plunder: 1d6 ⇒ 2
Random Spell 1 is stashed as plunder. Sanbalot is banished. Enemy Ship is banished. Widowmaker Isle is closed.

The Kraken was outnumbered two to one, but a casting of Fox’s Cunning inspired Valendron. He sailed into point blank range against the Thresher, keeping it between them and the Sanbalot. While the Thresher was able to inflict slight damage, the Sanbalot’s fearsome guns couldn’t come on line lest it hit its fellow ship.

But once the Kraken had upper hand against the Thresher, the mighty artillery of the Sanbalot engaged. The first blast hit Valendron’s position, and the sorcerer disappeared. The Sanbalot’s guns desperately fired again and again indiscriminately, trying to find him, but in vain. Blue swirls of magic covered the Sanbalot as Valendron reappeared unharmed on the enemy deck. The terrified enemy crew immediately surrendered.

Ending turn. Resetting hand

Valendron wrote:

Hand: Headband of Alluring Charisma, Cat, Blessing of Gozreh C (discard to bless/doublebless if to close/guard), Binder's Tome (reveal for +1d4 and Mental to local CHA/Combat), Seeking Harpoon +1, Swipe (banish to recovery for -3 to combat difficulty), Fortified Breastplate,

Displayed: Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 15 Discard: 5 Buried: 1
Notes: Mist Horn is at Windward Isle
Ask before using:
Can use without asking: Blessing of Gozreh; Swipe; Binder's Tome

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
Widowmaker Isle 1 is banished.
Widowmaker Isle is closed.
Random Spell 1 is stashed.
Random Item 1 is stashed.
Mist Horn is displayed at Windward Isle.
Amli takes 1d4-1 Ranged Combat damage.
Amli is at Widowmaker Isle.
Ezren recharges Fox.
Ezren takes 1d4-1 Ranged Combat damage.
Ezren is at Widowmaker Isle.
Zova takes 1d4-1 Ranged Combat damage.
Zova is at Widowmaker Isle.
Valendron is at Widowmaker Isle.


Deck Handler

Draw a card during Zova's turn: Ring of Protection (Core). Recharge Fox (Core) during Valendron's turn.

ranged combat damage during Valendron's turn: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Ring of Protection (Core) to prevent it.


Lvl 6 Divine Warpriest. Deck handler

Sail to Widowmaker.
Ranged damage: 1d4 - 1 ⇒ (4) - 1 = 3 Reveal Breastplate to reduce by 3.

Start turn. Hour is Besmara. Move to Windward. Everybody who comes with draws a card, mine is: Dwarven Longhammer +1. Explore the villain. Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage. Bury Breastplate for my BYA fire damage. Pausing to see who and what is with me.

Amli wrote:

Hand: Golembane Hammer +2, Shock Greatsword +2, Dwarven Longhammer +1, Impossible Bottle, Torag's Power, The Teamster,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Current Location: Windward Isle
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.


Lvl 6 Divine Warpriest. Deck handler

Actually, I can safely assume that current help is still available. Val's Mist horn reduces the brunt of the damage.

Villain encounter, first combat, reveal and discard my shock greatsword. Grab a blessing from Zova. Binder's Tome. Val's Swipe reduces difficulty by 3.
Combat 19-3=16: 2d8 + 4 + 2d6 + 2 + 1d8 + 1d4 ⇒ (7, 5) + 4 + (6, 6) + 2 + (3) + (4) = 37

Second combat, Reveal and discard Golembane hammer. Ezren casts Coordinated Blast, adding d12 + 6. My Teamster blessing (freely) and Val's Gozreh, binder's tome.
Combat 21: 3d8 + 4 + 1d8 + 2 + 1d6 + 1d12 + 6 + 1d4 ⇒ (3, 2, 1) + 4 + (6) + 2 + (6) + (1) + 6 + (3) = 34

VICTORY!


Completed Scenario 0-5A: Meanwhile, The Shackles

Scenario Reward:
Each character draws a blessing from the box.

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

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

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

Acquired Cards:
Monkey (Ally 3)
Giffer Tibbs (Ally B)

Fortified Breastplate (Armor 5)
Breastplate of the Deep (Armor 5)
Wilderness Studded Leather (Armor 3)

Blessing of Norgorber (Blessing 5)
Blessing of Norgorber (Blessing 5)
Blessing of Abadar (Blessing B)
Blessing of Gozreh (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of Hshurha (Blessing 2)

Nautical Charts (Item B)
Jolly Roger (Item 2)
Ring of Regeneration (Item 5)

Telekinesis (Spell 4)
Raise Dead (Spell 5)
Wall of Fire (Spell 3)
Seamantle (Spell 5)
Find Traps (Spell B)
Rage (Spell 1)
Blazing Servant (Spell 4)

Falcata +1 (Weapon 1)
Spellsword +2 (Weapon 4)


Scenario 0-5B: The Play's the Thing

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

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

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

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

During This Scenario:
When you acquire an ally from a location deck, put it under this card.

Ship:
Choose a Class 5 Ship or lower as your Ship. Your Ship is anchored at the Theater of Corruption

Scenario Reward:
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.

---------------------------------
Story Banes:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

During This Scenario: When you acquire an ally from a location deck, put it under this card.

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.

Scenario Level (#): 5

Turn: 0, Amli/eddiephlash

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

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

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

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_

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

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

Weapons
Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

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

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

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

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

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

Spoiler:
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:
Blazing Servant
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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.

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

Spoiler:
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:
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:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

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.

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

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

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

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

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

Spoiler:
Blessing of 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

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

Location #1: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: The Ship

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

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

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

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

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


0-5B Plunder: 1d6 ⇒ 6 Our choice again!


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hero Point: Card Feat: 3 weapons (taking Weapon B Allying Dart +1)
Upgrading Blessing B of Pharasma into Blessing 5 of Achaekek
Replacing loot Besmara's Tricorne with Ivory Dice
Replacing loot Vindictive Harpoon with Giantbane Dagger +1. Replacing Allying Dart +1 with loot Vindictive Harpoon

Valendron hadn't known what to expect at a theater patronized by assassins. But he definitely got his money's worth- and a complimentary extra blade. "Good show."

Valendron wrote:

Hand: Black Spot (banish to recovery for -6 to difficulty to defeat monster), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Seeking Harpoon +1, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Headband of Alluring Charisma, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Pirate's Favor; Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Mist Horn; Scrying;

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4


Deck Handler

Starting Location: Theater of Corruption w/ The Ship
Starting Hand Size: 9

"

Zova wrote:

Hand: Aspect of the Frog, Vampire Squid, Sedja, Cloud Puff, Blessing of the Green Faith, Riding Allosaurus, Aspect of the Hawk, Droogami, Blessing of Ketephys,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

Blessing of Ketephys: Discard to bless. Bless twice if check invokes Animal

Riding Allosaurus: On a local combat check, recharge to add 1d6.

Blessing of the Green Faith: Recharge to bless another character's check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Tiger, Aspect of the Bull, Raven, Aspect of the Monkey, Thylacine, Angelstep, The Wanderer, Seaborne Trident +1, Sable Company Hide, Blessing of Kelizandri, Amulet of Mighty Fists
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


Deck Handler

Trading out Spellbook for Letter of Marque loot. Starting at Tengu Rookery.

Ezran wrote:

Hand: Letter of Marque, Ice and Fire, Sphere of Fire, Magnetic Grimoire, Binder's Tome, Frost Ray (Core), Walking Stick,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Coordinated Blast, Fly, Ring of Protection (Core), Fire Snake, Samisen of Oracular Vision, Locate Object, Ice Chemist, Chronicler, Scrying, Channel the Gift, Volcanic Storm (Core), Cleric of Nethys, Fox (Core), Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.


Lvl 6 Divine Warpriest. Deck handler

Amli got a blessing 5: Oathkeeper, replacing Gorum. Still take loot cards: Buccaneer's Breastplate and Impossible Bottle, in for Spiked Plate and Bastion Boots respectively. Start with Ezren at the rookery.

Amli wrote:

Hand: Impossible Bottle, Shock Greatsword +2, Gorum's Iron, Celestial Armor, Dwarven Longhammer +1, The Teamster,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Tengu Rookery
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Buccaneer's Breastplate, Major Cure, Mountain Dog, Voidglass Armor, Blessing of the Everlight, Dancing Scimitar +2, Golembane Hammer +2, Augury, Manual of War, Torag's Power, Find Traps, Blessing of the Oathkeeper, The Brass Dwarf, Divine Fortune
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☑ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

During This Scenario: When you acquire an ally from a location deck, put it under this card.

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.

Scenario Level (#): 5

Turn: 1, Ezren/Bigguyinblack

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

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

Spoiler:
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:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

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

Weapons
Spoiler:
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:
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:
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:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

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

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

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

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

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

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

Spoiler:
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:
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.

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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Current Hour:

Blessing of 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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 1 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 2 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 3 Amli/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 5 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 6 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 7 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 9 Zova/AAUGHWHY
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 10 Valendron/EmpTyger:
Spoiler:
Hourglass Card 10 Valendron/EmpTyger
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Amli/eddiephlash:
Spoiler:
Hourglass Card 11 Amli/eddiephlash
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 13 Zova/AAUGHWHY
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Valendron/EmpTyger:
Spoiler:
Hourglass Card 14 Valendron/EmpTyger
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Amli/eddiephlash:
Spoiler:
Hourglass Card 15 Amli/eddiephlash
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 16 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 17 Zova/AAUGHWHY
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Valendron/EmpTyger:
Spoiler:
Hourglass Card 18 Valendron/EmpTyger
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 Amli/eddiephlash:
Spoiler:
Hourglass Card 19 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 20 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 21 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 22 Valendron/EmpTyger
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 23 Amli/eddiephlash:
Spoiler:
Hourglass Card 23 Amli/eddiephlash
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 24 Ezren/Bigguyinblack
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 25 Zova/AAUGHWHY
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 26 Valendron/EmpTyger:
Spoiler:
Hourglass Card 26 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 27 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 28 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 29 Zova/AAUGHWHY
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.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

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.

Location #1: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, The Ship

Theater of Corruption Card 1:
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Theater of Corruption 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.
Theater of Corruption Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Theater of Corruption Card 7:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Theater of Corruption 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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Location #2: Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Safe House Card 1:
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.
Safe House Card 2:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Safe House Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Safe House Card 4:
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.
Safe House Card 5:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Safe House Card 6:
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.
Safe House Card 7:
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.
Safe House Card 8:
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.
Safe House Card 9:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Safe House Card 10:
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.

Location #3: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
House of Stolen Kisses 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.
House of Stolen Kisses Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
House of Stolen Kisses Card 3:
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.
House of Stolen Kisses Card 4:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses Card 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.
House of Stolen Kisses Card 6:
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.
House of Stolen Kisses Card 7:
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.
House of Stolen Kisses Card 8:
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.
House of Stolen Kisses Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
House of Stolen Kisses Card 10:
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.

Location #4: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Torture Pit Card 4:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
Sentinel Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Festhall 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.
Festhall Card 2:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Festhall Card 3:
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.
Festhall Card 4:
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.
Festhall Card 5:
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.
Festhall Card 6:
Lady Nightshade
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Festhall Card 7:
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.
Festhall Card 8:
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.
Festhall Card 9:
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.
Festhall Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Location #6: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tengu Rookery 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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
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.
Tengu Rookery Card 4:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Tengu Rookery Card 5:
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.
Tengu Rookery Card 6:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Tengu Rookery Card 7:
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.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Tengu Rookery Card 10:
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.


Deck Handler

Blessing of the Gods in effect.

Move by myself to Torture Pit.

Torture Pit Card 1: 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.

AYA examine the top card of my deck: Volcanic Storm (Core) and recharge it. Zova recharges
Blessing of the Green Faith.

combat 22 displaying then discarding Sphere of Fire, revealing Binder's Tome, blessed by Green Faith: 2d12 + 3d6 + 1d4 + 6 ⇒ (8, 8) + (2, 4, 1) + (3) + 6 = 32

Examine the top card of my deck: Locate Object. Cast Locate Object. Card 2 Animated Shield . Encounter it. Examine the top card of my deck: Fly.

Torture Pit Card 2: 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.

Banished. Recharge Walking Stick to move to Tengu Rookery . Eot examine the top card of Festhall: Sapphire Jellyfish .

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Sphere of Fire: Arcane 9: 1d12 + 1d4 + 6 ⇒ (10) + (3) + 6 = 19 -> Sphere of Fire recharged.
Locate Object: Arcane 8: 1d12 + 6 ⇒ (8) + 6 = 14 -> Locate Object recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Letter of Marque, Ice and Fire, Fly, Magnetic Grimoire, Binder's Tome, Frost Ray (Core), Channel the Gift,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scrying, Ice Chemist, Cleric of Nethys, Samisen of Oracular Vision, Ring of Protection (Core), Coordinated Blast, Pyrotechnic Blast, Fire Snake, Fox (Core), Chronicler
Recharged: Volcanic Storm (Core), Walking Stick, Sphere of Fire, Locate Object,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Torture Pit cards 1 and 2 banished.

Festhall card 1 examined.

Zova recharges
Blessing of the Green Faith.


Deck Handler

Edit: Revealing a spell to increase my hand size to 10.

Ezran wrote:

Hand: Letter of Marque, Ice and Fire, Fly, Magnetic Grimoire, Binder's Tome, Frost Ray (Core), Channel the Gift, Ring of Protection (Core), Ice Chemist, Pyrotechnic Blast,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Samisen of Oracular Vision, Scrying, Coordinated Blast, Fire Snake, Cleric of Nethys, Fox (Core), Chronicler
Recharged: Volcanic Storm (Core), Walking Stick, Sphere of Fire, Locate Object,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.


Deck Handler

On Ezren's turn, recharge Blessing of the Green Faith

Hour is Blessing of the Gods

Move alone to Torture Pit

Explore Card 3: Trident +2. Let it Banish.

Discard Riding Allosaurus to explore again. Explore Card 4: Coral Golem. Recharge Sedja for +Survival+3. Recharge Blessing of Ketephys to bless twice.

Combat 19: 3d6 + 1d8 + 12 ⇒ (2, 6, 4) + (7) + 12 = 31 Defeated. Draw it to hand

Discard Vampire Squid to explore again. Explore Card 5: Werecrocodile. Banish Cloud Puff to ignore BA. Display Aspect of the Hawk for Survival+1d6+5. Vampire Squid adds 1d8.

Combat 18: 2d8 + 1d6 + 11 ⇒ (3, 5) + (3) + 11 = 22 Defeated! Draw it to hand

Discard Droogami to move to Tengu Rookery. Explore Card 1: Crawling Cyclops Hands. Display Aspect of the Frog and recharge Werecrocodile to evade it.

End turn. Examine top card of Torture Pit: Dimension Leap. Auto-recover Aspects and Cloud Puff.

"

Zova wrote:

Hand: Blessing of Kelizandri, Coral Golem, Amulet of Mighty Fists, Aspect of the Tiger, Angelstep, Thylacine, Raven, The Wanderer, Aspect of the Bull,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing of Kelizandri: Discard to bless. Bless twice vs Aquatic

The Wanderer: On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Monkey, Seaborne Trident +1, Sable Company Hide
Recharged: Blessing of the Green Faith, Sedja, Blessing of Ketephys, Werecrocodile, Aspect of the Hawk, Aspect of the Frog, Cloud Puff,
Discard Pile: Riding Allosaurus, Vampire Squid, Droogami,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"

Display Aspect of the Tiger and Aspect of the Bull


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

During This Scenario: When you acquire an ally from a location deck, put it under this card.

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.

Scenario Level (#): 5

Turn: 3, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

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

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

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

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

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

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

Spoiler:
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:
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.

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:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Spoiler:
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:
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:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

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

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

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

Spoiler:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

Spoiler:
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:
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:
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:
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.

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

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

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
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 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
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 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 20 Valendron/EmpTyger
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 21 Amli/eddiephlash:
Spoiler:
Hourglass Card 21 Amli/eddiephlash
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 22 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 24 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Amli/eddiephlash:
Spoiler:
Hourglass Card 25 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 26 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 27 Zova/AAUGHWHY
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.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

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.

Location #1: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, The Ship

Theater of Corruption Card 1:
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Theater of Corruption 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.
Theater of Corruption Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Theater of Corruption Card 7:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Theater of Corruption 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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Location #2: Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Safe House Card 1:
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.
Safe House Card 2:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Safe House Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Safe House Card 4:
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.
Safe House Card 5:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Safe House Card 6:
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.
Safe House Card 7:
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.
Safe House Card 8:
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.
Safe House Card 9:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Safe House Card 10:
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.

Location #3: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
House of Stolen Kisses 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.
House of Stolen Kisses Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
House of Stolen Kisses Card 3:
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.
House of Stolen Kisses Card 4:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses Card 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.
House of Stolen Kisses Card 6:
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.
House of Stolen Kisses Card 7:
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.
House of Stolen Kisses Card 8:
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.
House of Stolen Kisses Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
House of Stolen Kisses Card 10:
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.

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: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1 (Dimension Leap):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
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.

Location #5: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Festhall Card 1 (Sapphire Jellyfish):
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.
Festhall Card 2:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Festhall Card 3:
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.
Festhall Card 4:
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.
Festhall Card 5:
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.
Festhall Card 6:
Lady Nightshade
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Festhall Card 7:
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.
Festhall Card 8:
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.
Festhall Card 9:
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.
Festhall Card 10:
Fever Sea Marauder
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Location #6: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Zova/AAUGHWHY, Crawling Cyclops Hands
Tengu Rookery Card 1:
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Tengu Rookery 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
Tengu Rookery Card 5:
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.
Tengu Rookery Card 6:
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.
Tengu Rookery 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.
Tengu Rookery Card 8:
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.
Tengu Rookery 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.
Tengu Rookery Card 10:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Gods o'clock
Moving to Torture Pit
Exploring Torture Pit 1: Dimension Leap

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.

Revealing Headband of Alluring Charisma
Arcane 10: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Dimension Leap is acquired

Valendron recognized the magic that Zova described. "There's more than one way out of that pit."

Recharging Pirate's Favor with Blessing of the Gods hour to explore Torture Pit 2: Slip

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.

Revealing Headband of Alluring Charisma
CHA 9: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Slip is acquired and displayed

Valendron rescued a halfling who was being tortured, but the figure was too painwracked to provide any help.

Discarding Blessing of Achaekek to explore Torture Pit 3: Pirate Hunting

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.

Summoning Random Monster 1: Great White Shark
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.

Revealing Seeking Harpoon, aquatic. Amli displays 2 blessings and 1 armor
Combat 16: 1d8 + 2 + 1d6 + 1 + 1d8 + 3 ⇒ (4) + 2 + (4) + 1 + (1) + 3 = 15
Displaying Mist Horn to prevent 1 Combat damage. Pirate Hunting remains faceup atop Torture Pit with Great White Shark.

And Valendron found the source of the pain: the prisoners were being tortured in a shark-filled pit! Valendron caught sight of a majestic white dorsal fin, and aimed his harpoon, but he missed and the fish leapt out of the water hungrily. Valendron backed into hiding and the shark's jaws closed on naught but mist. Valendron struck out again, but the white monster dove incredibly fast. The white dorsal fin circled ominously, but could not find the sorcerer. The hunt consumed both elf and shark, each predator and each prey.

Ending turn.
Banishing Scrying for monsters to recovery to examine Tengu Rookery 1: Blood Hag, Tengu Rookery 2: Keen Rapier +3, Tengu Rookery 3: Imp

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.

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.

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

Shuffling Keen Rapier +3, Imp back into Tengu Rookery. Recharging Blood Hag back into Tengu Rookery.
Recharging Dimension Leap to move to Tengu Rookery.
Tengu Rookery: Examining Theater of Corruption 1: Freezing Sphere

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

Recovery: Revealing Headband of Alluring Charisma. Ezren reveals Binder's Tome
Arcane 12: 1d10 + 5 + 1 + 1d4 ⇒ (4) + 5 + 1 + (2) = 12
Scrying is recharged
Resetting hand

Frustrated, Valendron scryed on the others. An imp guarded a treasure, but the reaver also detected a hag's blood magic. He abandoned his pursuit of the white shark for now, flying back to the rookery to warn the crew to avoid her position. On his arrival at the rookery, the tengus were making a sound that reminded Valendron of hailstorms.

Valendron wrote:

Hand: Black Spot (banish to recovery for -6 to difficulty to defeat monster), Safe Harbor (display at closed location until start of my next turn to let any local character heal 1d4+1 instead of their first exploration), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Seeking Harpoon +1, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Headband of Alluring Charisma, Blessing of Abadar B (discard to bless/doublebless if to defeat barrier),

Displayed: Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 13 Discard: 1 Buried: 0
Notes: Mist Horn is displayed at Torture Pit.
Ask before using: 2 Blessings of Abadar; Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Safe Harbor

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
Torture Pit 1 is acquired.
Torture Pit 2 is acquired and displayed for scenario.
Torture Pit 3 and Random Monster 1 (Great White Shark) are faceup atop Torture Pit.
Mist Horn is displayed at Torture Pit.
Theater of Corruption 1 (Freezing Sphere) is examined.
Tengu Rookery is shuffled with Tengu Rookery 1 (Blood Hag) on bottom (also contains Keen Rapier +3, Imp).
Amli displays 3 cards.
Valendron is at Tengu Rookery.


Lvl 6 Divine Warpriest. Deck handler

Start turn. Hour is Achaekek. Redraw my displayed cards. Move to Festhall alone. Explore the Sapphire Jellyfish.
Elec damage: 1d4 ⇒ 2 Bury Celestial Armor to reduce to 0

Reveal shock greatsword to add slashing, but don't discard it to avoid electricity.
Combat 18: 1d8 + 4 + 2d6 + 2 + 1d8 ⇒ (4) + 4 + (6, 5) + 2 + (8) = 29 Defeated!

Discard Gorum's Iron to explore card 2: Besmaran Priest.
Divine 6: 1d10 + 3 ⇒ (1) + 3 = 4 Banished

End turn. Reset hand, drawing 2.

Amli wrote:

Hand: Shock Greatsword +2, Dwarven Longhammer +1, Impossible Bottle, The Teamster, Buccaneer's Breastplate, Golembane Hammer +2,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Current Location: Festhall
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Everlight, Manual of War, Augury, Blessing of the Oathkeeper, Find Traps, Divine Fortune, Major Cure, Voidglass Armor, Torag's Power, Mountain Dog, Dancing Scimitar +2, The Brass Dwarf
Recharged:
Discard Pile: Gorum's Iron,
Buried Pile: Celestial Armor,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☑ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.


Deck Handler

Blessing of Gozreh in effect.

Pass Binder's Tome to Valendron.

Move to Torture Pit.

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.

combat 16 casting Frost Ray (Core) revealing Magnetic Grimoire, revealing Ice Chemist: 1d12 + 3d6 + 1d4 + 1d4 + 6 ⇒ (8) + (3, 6, 5) + (3) + (4) + 6 = 35

Examine the top card of my deck: Chronicler. Cast Channel the Gift for Locate Object. Examine the top card of my deck: Samisen of Oracular Vision. Cast Locate Object. Card 4 Arronax Endymion. Encounter it.

Torture Pit Card 4: 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.

Zova discards The Wanderer.

charisma 13 revealing Magnetic Grimoire and Ice Chemist, double blessed by The Wanderer: 3d8 + 1d4 ⇒ (5, 8, 5) + (4) = 22

Arronax Endymion is placed under the scenario. Cast Fly to examine Tengu Rookery card 1 and Festhall card 3 Sword Cane Pistol +2.

Top card of Tengu Rookery: 1d9 + 1 ⇒ (5) + 1 = 6

Card 6 Wizard's Hook. Move to Tengu Rookery. EOT examine the top card of House of Stolen Kisses Crawling Cyclops Hands.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 1d4 + 6 ⇒ (8) + (4) + (2) + 6 = 20 -> Frost Ray (Core) recharged.
Channel the Gift: Arcane 14: 1d12 + 1d4 + 6 ⇒ (7) + (3) + 6 = 16 -> Channel the Gift recharged.
Locate Object: Arcane 8: 1d12 + 1d4 + 6 ⇒ (7) + (4) + 6 = 17 -> Locate Object recharged.
Fly: Arcane 10: 1d12 + 1d4 + 6 ⇒ (2) + (4) + 6 = 12 -> Fly recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Letter of Marque, Ice and Fire, Samisen of Oracular Vision, Magnetic Grimoire, Fire Snake, Walking Stick, Fox (Core), Ring of Protection (Core), Ice Chemist, Pyrotechnic Blast,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Fox (Core): On a local Intelligence or Wisdom check, recharge to add 1d4.

Samisen of Oracular Vision: Recharge this card to examine the top card of up to 3 location decks. Recharge this card to examine the top 3 cards of any location deck.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sphere of Fire, Chronicler, Cleric of Nethys, Volcanic Storm (Core), Coordinated Blast, Scrying
Recharged: Frost Ray (Core), Channel the Gift, Locate Object, Fly,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Torture Pit card 3 banished. Card 4 displayed next to scenario.

Examined the top card of Tengu Rookery card 6 Wizard's Hook.

Examined the top card of Festhall card 3 Sword Cane Pistol +2.

Examined the top card of House of Stolen Kisses card 1 Crawling Cyclops Hands.

Passed Binder's Tome to Valendron.

Zova discards The Wanderer.

Erasmus is at Tengu Rookery.


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

During This Scenario: When you acquire an ally from a location deck, put it under this card.

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.

Scenario Level (#): 5

Turn: 7, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

Spoiler:
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:
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.

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:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

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

Spoiler:
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:
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:
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:
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.

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:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Spoiler:
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:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

Armors
Spoiler:
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:
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 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:
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.

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

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

Spoiler:
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:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Blessings
Spoiler:
Blessing of 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 Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 7 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
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 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
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 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
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 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Amli/eddiephlash:
Spoiler:
Hourglass Card 21 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 Zova/AAUGHWHY
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.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

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.

Location #1: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: The Ship

Theater of Corruption Card 1 (Freezing Sphere):
Freezing Sphere
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
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.
Theater of Corruption Card 4:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Theater of Corruption 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.
Theater of Corruption Card 6:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Theater of Corruption Card 7:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Theater of Corruption 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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Location #2: Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Safe House Card 1:
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.
Safe House Card 2:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Safe House Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Safe House Card 4:
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.
Safe House Card 5:
Pierce Jerrell
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Safe House Card 6:
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.
Safe House Card 7:
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.
Safe House Card 8:
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.
Safe House Card 9:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Safe House Card 10:
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.

Location #3: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
House of Stolen Kisses Card 1 (Crawling Cyclops Hands):
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.
House of Stolen Kisses Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
House of Stolen Kisses Card 3:
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.
House of Stolen Kisses Card 4:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses Card 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.
House of Stolen Kisses Card 6:
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.
House of Stolen Kisses Card 7:
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.
House of Stolen Kisses Card 8:
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.
House of Stolen Kisses Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
House of Stolen Kisses Card 10:
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.

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: Zova/AAUGHWHY,

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: 1 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amli/eddiephlash, None

Festhall Card 1 (Sword Cane Pistol +2):
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.
Festhall Card 2:
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.
Festhall Card 3:
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.
Festhall Card 4:
Lady Nightshade
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Festhall Card 5:
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.
Festhall Card 6:
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.
Festhall Card 7:
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.
Festhall Card 8:
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.

Location #6: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, Crawling Cyclops Hands, Keen Rapier +3, Imp
Tengu Rookery Card 1 (Wizard's Hook):
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Tengu Rookery 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
Tengu Rookery Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Tengu Rookery Card 6:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Tengu Rookery 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.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
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.
Tengu Rookery Card 10 (Blood Hag):
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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
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.
Cards Not In the Box Card 2:
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.


Deck Handler

On Ezren's turn, discard The Wanderer

Hour is Blessing of Kelizandri

Zova can't withstand the mix of morbid curiosity and disgust and flies back to the Torture Pit to try to catch a glimpse of it's warden. She soars above it and spots a Card 5: Sentinel Devil standing along the edge barking orders. The devil seems distracted... For the combat, reveal Amulet for +1d4. Recharge Coral Golem for +Survival+1+4. Aspect of the Bull adds 1d6. Discard Thylacine from not having Attack or Ranged

Combat 20: 2d6 + 1d4 + 1d8 + 14 ⇒ (4, 5) + (1) + (1) + 14 = 25 Defeated. Draw to hand

Zova pulls her wings in close, swooping down to catch the devil off-guard with talons outstreched! With a well placed kick, the devil is knocked off balance; it desperately lashes out at once both clawing at Zova in retaliation and desperately searching for something to steady itself, but all the devil catches is the tip of Zova's wing and they plummet into the pit.

Attempt to close from the Henchman
Acrobatics 11: 1d8 + 3 ⇒ (4) + 3 = 7

Attempt to close from empty deck. Recharge Sentinel Devil for +Survival+1
Acrobatics 11: 2d8 + 10 ⇒ (1, 4) + 10 = 15 Location closed! Bury Raven

Location effect remains on the closed side. Closing the location misses timing on my move power, so I'm stuck here for now. Recharge Blessing of Kelizandri to bless

Fortitude 10: 2d8 + 1 ⇒ (7, 8) + 1 = 16

Zova perches to take a break and immediately regrets it. The warden may be gone, but everything here is still so spiky!

On reset, reveal Angelstep for +1 Hand Size

"

Zova wrote:

Hand: Seaborne Trident +1, Aspect of the Monkey, Amulet of Mighty Fists, Sable Company Hide, Angelstep, Blessing of the Green Faith, Sedja, Blessing of Ketephys, Werecrocodile, Aspect of the Hawk,

Displayed: Aspect of the Tiger, Aspect of the Bull,
Deck: 5 Discard: 5 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

Blessing of Ketephys: Discard to bless, Bless twice if check invokes Animal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Aspect of the Frog, Cloud Puff, Coral Golem, Sentinel Devil, Blessing of Kelizandri,
Discard Pile: Riding Allosaurus, Vampire Squid, Droogami, The Wanderer, Thylacine,
Buried Pile: Raven,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Gods o'clock
Banishing Mist Horn to recovery
Moving to Festhall
Exploring Festhall 1: Sword Cane Pistol +2

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.

Amli forges
DEX 10: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Sword Cane Pistol +2 is acquired

Valendron joined Amli up in the upper balconies. The theatre patrons up here were quite aristocratic, and the elf was glad to look the part.

Discarding Blessing of Abadar to explore Festhall 2: Blessing of Milani

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.

Amli forges
DEX 7: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Blessing of Milani is acquired and banished. Ezren transmogrifies Blessing of Milani into Random non-Basic Blessing 1: Blessing of Milani

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.

"All dressed up for a night at the theatre." He affixed a rose to his lapel.

Discarding Blessing of Milani to explore Festhall 3: Divine Fortune

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.

Valendron cannot make a WIS/Divine 11 check. Divine Fortune is banished
But Valendron wasn't interested in the upper class's holy rituals.

Discarding Blessing of Abadar to explore Festhall 4: Lady Nightshade

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

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

Burying Binder's Tome. Sea Drake is evaded and banished
Amli summons Random Monster 2: Nirento

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.

"Who let the rabble in!" Lady Nightshade had had enough of Valendron, and summoned a draconic guard to see him out. But the sorcerer wasn't going anywhere. He magically bound the drake while Amli tussled with a floral usher.
After Nirento:
Revealing and burying Sword Cane Pistol +2, using Festhall. (Amli displays any remaining armor/blessings in hand, not included in roll.)
Combat 19: 1d8 + 2 + 1d6 + 2 + 1d8 + 4 + 1d4 ⇒ (6) + 2 + (1) + 2 + (4) + 4 + (3) = 22
Lady Nightshade is banished
Closing Festhall: Summoning Buccaneer

Spoiler:
Buccaneer
Monster Henchman B
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.


Discarding Magic Seeking Harpoon +1 as an Attack Electricity Magic spell, revealing Headband of Alluring Charisma
Combat 8+5=13: 1d10 + 5 + 2d6 + 2 + 1 ⇒ (4) + 5 + (6, 2) + 2 + 1 = 20
Buccaneer is banished. Festhall is closed. Revealing Headband of Alluring Charisma
CHA 8: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Drawing Random Ally 1: Rosie Cusswell, Random Ally 2: Tessa Fairwind

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

Keeping Tessa Fairwind and returning Rosie Cusswell
Lady Nightshade's illusions might have been impressive, but they couldn't stop a sudden blast from Valendron's disguised cane. Her date gave an anguished cry, but a shock of sorcery sent him fleeing.

The ladies were all aswoon.

Ending turn.
Recharging Safe Harbor to move to Tengu Rookery.
Tengu Rookery: Examining Safe House 1: Gorebeard Trench

Spoiler:
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.

Recovery: Revealing Headband of Alluring Charisma
Arcane 10: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Mist Horn is recharged

Valendron flew back down to the rookery, overhearing some barbaric rumbling at the safe house.

Valendron wrote:

Hand: Black Spot (banish to recovery for -6 to difficulty to defeat monster), Wall of Fire, Tessa Fairwind (reveal and recharge another card for +1d6 and Swashbuckling to a check on a ship), Cat, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Headband of Alluring Charisma, Blessing of Gozreh A (discard to bless/doublebless if to close/guard),

Displayed:
Deck: 12 Discard: 5 Buried: 2
Notes:
Ask before using: Blessing of Pharasma; Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Tessa Fairwind

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
Festhall 1 is acquired.
Festhall 2, 3, 4 are banished.
Festhall is closed.
Safe House 1 is examined (Gorebeard Trench).
Random Monsters 1, 2 are banished.
Random Ally 1 is banished.
Random Ally 2 (Tessa Fairwind) is acquired.
Random Blessing 1 (of Milani) is acquired.


Lvl 6 Divine Warpriest. Deck handler

Valendron's turn, summon Nirento. BYA.
Wis 8: 1d10 + 2 ⇒ (10) + 2 = 12 Passed.
For combat, reveal Golembane Hammer and display a blessing.
Combat 11: 1d8 + 4 + 1d8 + 2 + 1 ⇒ (8) + 4 + (2) + 2 + 1 = 17

Start turn. Hour is BotG. Redraw displayed cards. Move to Safe House. Explore card 1: Gorebeard Trench. Reveal and discard Shock Greatsword. Display a blessing and an armor. Ask for Valendron to cast Black Spot
Combat 22+5-6 = 21: 1d8 + 4 + 2d6 + 2 + 1d8 + 2 ⇒ (6) + 4 + (4, 3) + 2 + (4) + 2 = 25 Defeated!

Attempt to close, location closes automatically. End turn, redraw displayed cards. Reset hand, drawing 2.

Amli wrote:

Hand: Dwarven Longhammer +1, Buccaneer's Breastplate, Impossible Bottle, The Teamster, Augury, Dancing Scimitar +2,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Safe House
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Brass Dwarf, Manual of War, Find Traps, Mountain Dog, Voidglass Armor, Blessing of the Oathkeeper, Major Cure, Divine Fortune, Torag's Power, Blessing of the Everlight
Recharged:
Discard Pile: Gorum's Iron, Golembane Hammer +2, Shock Greatsword +2,
Buried Pile: Celestial Armor,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☑ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.


Deck Handler

Blessing of Erastil in effect.

Tengu Rookery Card 1 (Wizard's Hook): 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.

arcane 10 revealing Ice Chemist/Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10

Free explore for acquiring a card with the magic trait.

Tengu Rookery Card 2: 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.

intelligence 11 Ice Chemist/Magnetic Grimoire: 1d12 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12

Discard Fox (Core) to explore.

Tengu Rookery Card 3: Imp:

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

Auto acquire. Replace with random ally #3 Dindreann . Discard Dindreann to examine the next card: Lady Nightshade. Pausing turn.


Deck Handler

Edit: Scenario forces me to put the Imp (Or Dindreann? under the scenario. Since I found the villain with that examine I'll do what I would have done anyway and recharge Samisen of Oracular Vision to examine the next 3 cards. Card 4 is Isawyn the Diva, Card 5 is Large Chest, and card 6 is Blasting Pistol +2. Recharge Walking Stick to move to House of Stolen Kisses and end my turn.

Ezran wrote:

Hand: Ice and Fire, Fire Snake, Pyrotechnic Blast, Magnetic Grimoire, Ring of Protection (Core), Wizard's Hook, Bottled Lightning, Ice Chemist, Letter of Marque, Scrying,

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: House of Stolen Kisses
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: Unused

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.

Scrying: Discard this card to choose a type of card and examine the top 3 cards of any location deck. If there are cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.

Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.

Magnetic Grimoire: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Coordinated Blast, Chronicler, Volcanic Storm (Core), Sphere of Fire
Recharged: Frost Ray (Core), Channel the Gift, Locate Object, Fly, Samisen of Oracular Vision, Walking Stick,
Discard Pile: Fox (Core),
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

"Arcane Intelligence +2"
"Knowledge Intelligence +1"
"Diplomacy Charisma +1"

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([x] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
[x] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Tengu Rookery cards 1 and 2 acquired. Card 3 placed under scenario. Cards 4 - 6 examined.


Deck Handler

Hour is Blessing of Norgorber

Start of turn Torture Pit Fort 10, reveal Trident: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 Bury top card of my deck: Aspect of the Frog

Display Sable Company Hide

Move to Theater of Corruption

Explore Card 1: Freezing Sphere. Aspect of the Bull adds 1 die.
INT 11: 2d6 ⇒ (1, 3) = 4 Banished

Discard Blessing of Ketephys to explore again. Encounter Card 2: Blood Hag. Not playing a spell, so skip processing the BA.Reveal Seaborne Trident+1 for STR+1d8+1. Recharge Sedja for +Survival+1.

Combat 15: 1d6 + 2d8 + 11 ⇒ (5) + (1, 6) + 11 = 23 Defeated! Draw to hand

Take 3 Fire damage. Discard Blood Hag, Aspect of the Monkey, and Amulet of Mighty Fists.

Banish Angelstep to heal myself.
Angelstep Heal: 1d4 + 1 ⇒ (4) + 1 = 5

Recover Angelstep Survival 9, revealing Trident: 1d8 + 1d4 + 6 ⇒ (4) + (4) + 6 = 14

"

Zova wrote:

Hand: Seaborne Trident +1, Aspect of the Hawk, Cloud Puff, Aspect of the Monkey, Coral Golem, Blessing of the Green Faith, Sedja, Vampire Squid, Werecrocodile,

Displayed: Aspect of the Tiger, Aspect of the Bull, Sable Company Hide,
Deck: 6 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

Angelstep: Banish to let a local character ignore BA/AA

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Droogami, Thylacine, Blessing of Kelizandri, Sentinel Devil, The Wanderer
Recharged: Angelstep,
Discard Pile: Riding Allosaurus, Blessing of Ketephys, Amulet of Mighty Fists, Blood Hag,
Buried Pile: Raven, Aspect of the Frog,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: DEX+1
Constitution d8 ☐ +1 ☐ +2
Fortitude: CON+1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Survival: WIS+3
Charisma d6 ☐ +1

Favored Card: Card w/ Animal Trait
Hand Size: 1, 3, 5, 7, or 9
Proficiencies:
Light Armors, [ ]Weapons
POWERS:
When you would banish a spell that has the Animal Trait ([ ]or discard an ally that has the Animal Trait) for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal Trait to add your Survival Skill ([X]+1)([ ]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"


During This Adventure: Useful Info (Includes Loot and Ships)

When a character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box.

During This Scenario: When you acquire an ally from a location deck, put it under this card.

Kraken:

Ship 3
To Defeat: Strength/Melee 10 OR Wisdom/Survival 8
When Encountering This Ship:
"On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected."

When Commanding This Ship:
"Reduce Structural damage to this ship by 2.

You may discard a card from the blessings deck to add 1d12 to your Strength check.".

Additional Rules:

Villain: Isawyn the Diva:

Villain
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

Henchman: Gorebeard Trench:

Henchman
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.

Henchman: Lady Nightshade:

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

Henchman: Sentinel Devil:

Henchman
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.

Summoned Henchman: 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.

Scenario Level (#): 5

Turn: 11, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

To Defeat:
Intelligence
Knowledge 8
OR Wisdom
Survival 6
When Encountering This Ship:
You may discard an ally that has the Pirate trait to add 2 to your check to defeat_
When Commanding This Ship:
You may discard a card from the blessings deck to recharge a random card from your discard pile_
:

Random Cards:

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

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

Spoiler:
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.

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

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

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

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

Weapons
Spoiler:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spoiler:
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:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Spoiler:
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:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

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

Spoiler:
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:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

Spoiler:
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.

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:
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:
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.

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

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

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

Spoiler:
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.

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

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

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

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

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 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 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 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.

Current Hour:

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

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
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 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
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 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
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 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
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.

Plunder Deck
W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

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.

Location #1: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/AAUGHWHY, The Ship

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption 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.
Theater of Corruption Card 4:
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.
Theater of Corruption Card 5:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Theater of Corruption Card 6:
Sentinel Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

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: Amli/eddiephlash, None

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

House of Stolen Kisses Card 1 (Crawling Cyclops Hands):
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.
House of Stolen Kisses Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
House of Stolen Kisses Card 3:
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.
House of Stolen Kisses Card 4:
Crimson Cogward
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses Card 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.
House of Stolen Kisses Card 6:
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.
House of Stolen Kisses Card 7:
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.
House of Stolen Kisses Card 8:
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.
House of Stolen Kisses Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
House of Stolen Kisses Card 10:
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.

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:

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

Location #6: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Crawling Cyclops Hands, Keen Rapier +3, Imp

Tengu Rookery Card 1 (Isawyn the Diva):
Isawyn the Diva
SS
Villain 5
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 21
OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.
"Welcome to the Theater of Corruption_ The show is just about to start… with your deaths!" -- Isawyn
Tengu Rookery Card 2 (Large Chest):
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.
Tengu Rookery Card 3 (Blasting Pistol +2):
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Tengu Rookery 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.
Tengu Rookery 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.
Tengu Rookery Card 6:
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.
Tengu Rookery Card 7 (Blood Hag):
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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Imp
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli's turn)
Recovery: Revealing Cat
Arcane 6: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Black Spot is recharged

A hex negated the barbarian's eagerness to test his hammer against Amli's.

(Valendron's turn)
Hourglass: Cayden Cailean o'clock
Moving to Theater of Corruption
Exploring Theater of Corruption 1: Cut-Throat Grok

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.

Revealing Headband of Alluring Charisma
CHA 7: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Cut-Throat Grok is acquired and displayed

Valendron dared to reenter the theater, but the audience was still enraptured. Cut-Throat Grok began to snap out of it, but he was still too dazed to contribute.

Discarding Blessing of Pharasma to explore Theater of Corruption 2: Falcata +1

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.

Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
It was too risky to arm the crew right now.

Discarding Tessa Fairwind to explore Theater of Corruption 3: Rotgut

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.

Theater of Corruption: Tessa Fairwind is banished
WIS 8: 1d8 ⇒ 7
Rotgut is banished

Tessa gave an anguished cry. "Rotgut is inside!" She dashed deeper into the theater, but neither captain nor parrot were seen again.

Ending turn.
Recharging Wall of Fire to move to House of Stolen Kisses
Resetting hand

Single again, Valendron flew back to the House of Stolen Kisses.

Valendron wrote:

Hand: Vindictive Harpoon, Good Omen (freely banish to recovery for +6 to close/guard/acquire), Apprentice, Cat, Ivory Dice, Headband of Alluring Charisma, Blessing of Gozreh A (discard to bless/doublebless if to close/guard),

Displayed:
Deck: 10 Discard: 6 Buried: 2
Notes:
Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Good Omen

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[] You automatically succeed at your check to recharge a spell that has the Attack trait.

Hero Points: 4

Summary:
Theater of Corruption 1 is acquired and displayed.
Theater of Corruption 2, 3 are banished
Valendron is at House of Stolen Kisses


Lvl 6 Divine Warpriest. Deck handler

Start turn. Hour is Blessing of Cayden Cailean. Move to Theater of Corruption. Cast Augury for monsters. Card 4: Treasure Hunt. Card 5: Gargoyle Sniper. Card 6: Sentinel Devil. Put both monsters on the bottom, with the Devil above the Sniper. Free explore.
Shuffled (4, 7, 8): 1d3 ⇒ 3: Wand of Flame

Divine 6: 1d10 + 3 ⇒ (8) + 3 = 11 Acquired!
Ezren Transmogrifies to: Spyglass. Discard the spyglass to examine the remaining cards: 4=Treasure Hunt, 7=Resist Energy. Put the spell on top

Reload Teamster and discard Impossible Bottle to explore.
Divine 10: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Acquired!

End turn.

Amli attempts to recover all cards in their Recovery pile.
Augury: Divine 8: 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13 -> Augury recharged.

Amli resets their hand, drawing Teamster and 1 more.

Amli wrote:

Hand: Dwarven Longhammer +1, Dancing Scimitar +2, Resist Energy, Buccaneer's Breastplate, The Teamster, Mountain Dog,

Displayed:
Deck: 10 Discard: 5 Buried: 1
Hero Points: 1
Shirt reroll available.
NOTES:
Available Support: Happy to bless or display cards on your checks. Add 2 to local checks against weapons/armors/spells/blessings.
Movement: Will follow the active player on the ship whenever possible.
Other: If you locally bless my check, you recharge a discarded Weapon or Armor.
When you play a weapon or armor on a check, I can display armors and blessings to add 1 for each displayed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Everlight, Blessing of the Oathkeeper, Major Cure, Voidglass Armor, Torag's Power, Find Traps, Divine Fortune, The Brass Dwarf, Manual of War
Recharged: Augury,
Discard Pile: Gorum's Iron, Golembane Hammer +2, Shock Greatsword +2, Spyglass, Impossible Bottle,
Buried Pile: Celestial Armor,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Stregth +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wis +1
Charisma d6 ☐ +1
Traits: Dwarf
Role: Forgepriest
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Armors, Weapons
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☐ 2) to that check. Before you reset your hand (☑ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☐ or card of a type of your choice) from their discard pile.
☑ Add 2 to local checks to acquire or recharge weapons or armors (☑ or spells or blessings).
☐ You may recharge (☐ or reveal) an armor to reduce damage dealt to you (☐ or to any character at your location) by 1 (☐ 2)
☑ Before you play a blessing that has the Kols or Torag trait, you may recharge a random boon from your discard pile.

Theater of corruption is: Card 4: Treasure Hunt, Card 6: Sentinel Devil, then Card 5: Gargoyle Sniper.

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