[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

Blessing of Besmara in effect.

Move to Festhall.

bury Letter of Marque to add spells to the location and explore1e: 1d4 + 1 ⇒ (4) + 1 = 5

Random spell #1 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.

arcane 10 revealing Ice Chemist and Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (11) + (2) + 6 = 19

Transmogrify into random spell #2 Safe Harbor Acquired a card with the magic trait so take my free explore.

Random spell #3 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 Ice Chemist and Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13

Transmogrify into random spell #4 Freezing Sphere. Acquired a card with the magic trait so taking my free explore.

Random spell #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.

Pausing turn.


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: 13, 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:
Tetrolimulus
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

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

Spoiler:
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:
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.

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:
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:
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:
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:
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.

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

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

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

Spoiler:
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:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

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

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:
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:
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.

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:
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:
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.

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

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

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

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

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

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

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

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

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

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

Current Hour:

Blessing of 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.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 1 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 2 Valendron/EmpTyger:
Spoiler:
Hourglass Card 2 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 3 Amli/eddiephlash:
Spoiler:
Hourglass Card 3 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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 5 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 6 Valendron/EmpTyger:
Spoiler:
Hourglass Card 6 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 7 Amli/eddiephlash:
Spoiler:
Hourglass Card 7 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 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 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 9 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 9 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 10 Valendron/EmpTyger:
Spoiler:
Hourglass Card 10 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 11 Amli/eddiephlash:
Spoiler:
Hourglass Card 11 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 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 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 13 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 13 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 14 Valendron/EmpTyger:
Spoiler:
Hourglass Card 14 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 15 Amli/eddiephlash:
Spoiler:
Hourglass Card 15 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 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 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Zova/AAUGHWHY, The Ship

Theater of Corruption Card 1 (Treasure Hunt):
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 2 (Sentinel Devil):
Sentinel Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 3 (Gargoyle Sniper):
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.

Location #2: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 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:

Location #5: Festhall
Closed
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Bigguyinblack, None

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

Location #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: 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: 4 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box 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.
Cards Not In the Box Card 2:
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 3:
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 4:
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

divine 12 casting Fire Snake, revealing Ice Chemist + Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (12) + (4) + 6 = 22

Examine the top card of my deck for casting a spell: Volcanic Storm (Core). Draw it. Acquired a card with the magic trait so take my free explore.

Festhall Card 2: 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.

Arcane 6 is auto acquire. Transmorgrify into random spell #1 Speed Acquired a card with the magic trait so take my free explore.

Festhall Card 3: 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.

Arcane 8 auto acquire. Transmorgrify into random spell #2 Blazing Servant. Cast Scrying on House of Stolen Kisses naming barrier. Card 1 Crawling Cyclops Hands, card 2 Ambrose "Fishguts" Kroop, card 3 Animate Water. Recharge Crawling Cyclops Hands. Examine the top card of my deck: Chronicler. Display Safe Harbor at Festhall.

Ezran ends their turn. Discard Raise Dead, Bottled Lightning, and Freezing Sphere.

Ezran attempts to recover all cards in their Recovery pile.
Fire Snake: Arcane 8: 1d12 + 1d4 + 6 ⇒ (8) + (3) + 6 = 17 -> Fire Snake recharged.
Scrying: Arcane 16: 1d12 + 1d4 + 6 ⇒ (12) + (4) + 6 = 22 -> Scrying recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Ice and Fire, Pyrotechnic Blast, Volcanic Storm (Core), Speed, Magnetic Grimoire, Ring of Protection (Core), Wizard's Hook, Ice Chemist, Chronicler, Blazing Servant,

Displayed: Safe Harbor,
Deck: 11 Discard: 4 Buried: 1
"Current Location: Festhall
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.

Speed: Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3.

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, Cleric of Nethys, Coordinated Blast
Recharged: Frost Ray (Core), Channel the Gift, Locate Object, Fly, Samisen of Oracular Vision, Walking Stick, Fire Snake, Scrying,
Discard Pile: Fox (Core), Raise Dead, Bottled Lightning, Freezing Sphere,
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.

Acquired the following spells Safe Harbor, Freezing Sphere, Raise Dead, Speed, Blazing Servant.

Safe Harbor is displayed at Festhall.


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: 15, 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:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

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

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

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

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

Spoiler:
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.

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:
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:
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:
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:
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.

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

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

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

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

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

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

Items
Spoiler:
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:
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:
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:
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.

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

Spoiler:
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:
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.

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

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

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

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 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 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 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 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/eddiephlash, Zova/AAUGHWHY, The Ship

Theater of Corruption Card 1 (Treasure Hunt):
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 2 (Sentinel Devil):
Sentinel Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 3 (Gargoyle Sniper):
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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Ambrose "Fishguts" Kroop, Animate Water

House of Stolen Kisses Card 1:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses Card 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:
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 5:
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 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.
House of Stolen Kisses Card 7 (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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Bigguyinblack, 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: 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: 4 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box 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.
Cards Not In the Box Card 2:
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 3:
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 4:
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

Hour is Blessing of Cayden Cailean

Move to House of Stolen Kisses

Random Card: 1d9 + 1 ⇒ (5) + 1 = 6 Card 6: Heartbreak Hinsin. I can't make the CHA check so banish it

Discard Vampire Squid to explore again
Random Card: 1d9 + 1 ⇒ (7) + 1 = 8 Card 8: Ambush. Recharge Werecrocodile to add Survival+1

DEX 14: 2d8 + 10 ⇒ (3, 8) + 10 = 21 Defeated. Free Explore

Random Card: 1d9 + 1 ⇒ (6) + 1 = 7 Card 7: Cyclops. BA, examine and recharge Blessing of Kelizandri. Display Aspect of the Hawk for STR+1d6+5. Recharge Coral Golem for +Survival+5

Combat 22: 2d6 + 1d8 + 19 ⇒ (1, 3) + (4) + 19 = 27 Defeated. Draw to hand

After the explore, Discard Sedja to move back to Theater of Corruption

Zova flies over to the House of Stolen Kisses to see what all the hubub is about, but she quickly decides it isn't really her scene.

Auto recharge Aspect of the Hawk

"

Zova wrote:

Hand: Seaborne Trident +1, Sentinel Devil, Cloud Puff, Aspect of the Monkey, Cyclops, Blessing of the Green Faith, The Wanderer, Droogami, Thylacine,

Displayed: Aspect of the Tiger, Aspect of the Bull, Sable Company Hide,
Deck: 5 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

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

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

Droogami: On a local combat or Survival check, recharge to add 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Angelstep, Werecrocodile, Blessing of Kelizandri, Coral Golem, Aspect of the Hawk,
Discard Pile: Riding Allosaurus, Vampire Squid, Sedja, 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.)

"


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Pharasma o'clock
Exploring House of Stolen Kisses 1: Royster McCleagh

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.

Valendron cannot make a Diplomacy 7 check. Royster McCleagh is banished
Valendron was disgusted at how pathetic his crew was. "Don't they realize what Isawyn is doing?"

Discarding Cat to explore House of Stolen Kisses 2: Ambrose "Fishguts" Kroop

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.

Valendron cannot make a Diplomacy 6 check. Ambrose "Fishguts" Kroop is banished
"Fools!" The elf scornfully left Royster and Ambrose in their enraptured state.

Discarding Apprentice to explore House of Stolen Kisses 3: Animate Water

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.

Revealing Headband of Alluring Charisma
Arcane 10: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Animate Water is acquired and banished. Ezren transmogrifies Animate Water into Random non-Basic 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.

The sorcerer's apprentice mused. "A splash of water might break the enchantment, but some divination might better understand the bardic magic at work here."

Ending turn. Resetting hand

Valendron wrote:

Hand: Vindictive Harpoon, Good Omen (freely banish to recovery for +6 to close/guard/acquire), Find Traps (banish to doublebless to defeat barrier), Giantbane Dagger +1, Ivory Dice, Headband of Alluring Charisma, Blessing of Gozreh A (discard to bless/doublebless if to close/guard),

Displayed:
Deck: 9 Discard: 8 Buried: 2
Notes: Valendron will use Ivory Dice if there is a Treasure Hunt.
Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Good Omen; Find Traps

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:
House of Stolen Kisses 1, 2, 3 are banished.
Random Spell 1 (Find Traps) is acquired.


Lvl 6 Divine Warpriest. Deck handler

Start turn. Hour is Asmodeus. Move to Tengu Rookery. Explore. Isawyn the Diva! BYA check, ask for Zova's Wanderer.
Wis 11: 3d10 + 2 ⇒ (10, 8, 3) + 2 = 23 Success!

Pausing for guard checks


Deck Handler

Attempting to guard the Theater

Random Other Closing Condition: 1d5 + 1 ⇒ (1) + 1 = 2 Safe House: You may close this location automatically. Convenient!


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli's turn)
Guarding House of Stolen Kisses: Banishing Good Omen to recovery
DEX 7: 1d8 + 2 + 6 ⇒ (8) + 2 + 6 = 16
House of Stolen Kisses is guarded

A crash of thunder ominously rumbled as Valendron nimbly guarded the house against Isawyn. "You can't outsing the storm."


Lvl 6 Divine Warpriest. Deck handler

Attempting combat against Isawyn. Reveal Dwarven Longhammer +1. discard Scimitar. Discard my teamster to freely roll my Con die instead of str. Use Zova's Green Faith (or Val's Gozreh) to bless. Display 1 armor for +1.
Combat 21: 2d10 + 4 + 1d10 + 1 + 1d6 + 2 + 1 ⇒ (6, 1) + 4 + (4) + 1 + (6) + 2 + 1 = 25 Success!

V I C T O R Y !


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

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.

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

Acquired Cards:
Arronax Endymion (Ally 5)
Tessa Fairwind (Ally 3)
Slip (Ally 3)
Cut-Throat Grok (Ally 1)
Imp (Ally 3)

Blessing of Milani (Blessing B)

Wizard's Hook (Item 5)
Bottled Lightning (Item 5)
Spyglass (Item B)

Raise Dead (Spell 5)
Rage (Spell 1)
Resist Energy (Spell 4)
Dimension Leap (Spell 3)
Speed (Spell B)
Safe Harbor (Spell 2)
Blazing Servant (Spell 4)
Freezing Sphere (Spell 3)
Find Traps (Spell B)

Sword Cane Pistol +2 (Weapon 4)


Scenario 0-5C: Release the Obligatory Kraken

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

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

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

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

During this Scenario:
Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Ship:
CHOOSE ANY CLASS 5 OR LOWER SHIP AS YOUR SHIP.

Scenario Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an armor in her deck with the loot Howling Skull Armor.

At the end of each scenario, return the loot to the game box.

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

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.


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: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

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: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

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

Spoiler:
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:
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:
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:
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.

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:
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.

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

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

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

Spells
Spoiler:
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:
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:
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.

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:
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.

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

Spoiler:
Fortified 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:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

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

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

Spoiler:
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.

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

Spoiler:
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:
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.

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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

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

Location #2: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None

Location #5: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None


0-5C Plunder: 1d6 ⇒ 4 Item


Lvl 6 Divine Warpriest. Deck handler

Start with the crew, maybe Sacred Spring? Steal Soul and Lyrune-quah Moon Maiden added via rewards/upgrades. Still taking loot: Buccaneer's Breastplate and Impossible Bottle swapping out Spiked Plate and Bastion Boots.

Amli wrote:

Hand: Golembane Hammer +2, Shock Greatsword +2, Voidglass Armor, Major Cure, Augury, Divine Fortune,

Displayed:
Deck: 15 Discard: 0 Buried: 0
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): Dancing Scimitar +2, Torag's Power, Buccaneer's Breastplate, Steal Soul, Sawtooth Sabre, The Teamster, Blessing of the Oathkeeper, Blessing of the Everlight, Manual of War, The Brass Dwarf, Impossible Bottle, Lyrune-quah Moon Maiden, Gorum's Iron, Dwarven Longhammer +1, Celestial Armor
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.


Deck Handler

Start with the crew. Swapping out Binder's Tome for Letter of Marque loot.

Ezran wrote:

Hand: Fly, Ice Chemist, Samisen of Oracular Vision, Coordinated Blast, Frost Ray (Core), Ice and Fire, Fire Snake, Channel the Gift, Volcanic Storm (Core), Sphere of Fire,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: TBD
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 (x] 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.

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.

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

Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.
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): Magnetic Grimoire, Ring of Protection (Core), Locate Object, Letter of Marque, Walking Stick, Chronicler, Cleric of Nethys, Pyromaniac Mage, Wand of Treasure Finding, Scrying, 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 ([x] 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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hero Point: Skill Feat: DEX+3
Upgrading Ally 2 Apprentice into Ally 5 Pyromaniac Mage
Upgrading Item 3 Headband of Alluring Charisma into Item 4 Wand of Treasure Finding
Starting at Amli's location

The sorcerer's apprentice was now a full-fledged mage. With an extra burst of speed, Valendron urged them in the direction of treasure.

Valendron wrote:

Hand: Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Good Omen (freely banish to recovery for +6 to close/guard/acquire), Black Spot (banish to recovery for -6 to difficulty to defeat monster), Pyromaniac Mage, Cat, Vindictive Harpoon, Wand of Treasure Finding,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Do not move Valendron to Dagon's Jaws or locations with start-of-turn effects. At the end of Valendron's turn, I'll try to move people away from start-of-turn locations.
Ask before using:
Can use without asking: Mist Horn; Good Omen; Black Spot

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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: Sacred Spring with everyone else
Starting Hand Size: 9

"

Zova wrote:

Hand: Vampire Squid, Thylacine, Amulet of Mighty Fists, Angelstep, Sedja, Blessing of Ketephys, Aspect of the Bull, Riding Allosaurus, Aspect of the Hawk,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Riding Allosaurus: On a local combat check, recharge to add 1d6.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archaeopteryx, Aspect of the Monkey, Droogami, Blessing of the Green Faith, Aspect of the Tiger, Seaborne Trident +1, Blessing of Kelizandri, The Wanderer, Moose, Sable Company Hide, Cloud Puff, Aspect of the Frog
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.)

"


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: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules:

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

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

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

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

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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

Armors
Spoiler:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
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:
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.

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:
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.

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

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

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

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

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

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

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 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 2 Valendron/EmpTyger:
Spoiler:
Hourglass Card 2 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 3 Amli/eddiephlash:
Spoiler:
Hourglass Card 3 Amli/eddiephlash
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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 5 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 6 Valendron/EmpTyger:
Spoiler:
Hourglass Card 6 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 7 Amli/eddiephlash:
Spoiler:
Hourglass Card 7 Amli/eddiephlash
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 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 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 9 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 9 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 10 Valendron/EmpTyger:
Spoiler:
Hourglass Card 10 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 11 Amli/eddiephlash:
Spoiler:
Hourglass Card 11 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 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
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 13 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 13 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 14 Valendron/EmpTyger:
Spoiler:
Hourglass Card 14 Valendron/EmpTyger
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 15 Amli/eddiephlash:
Spoiler:
Hourglass Card 15 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 16 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 16 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 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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 20 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 21 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 21 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 22 Valendron/EmpTyger:
Spoiler:
Hourglass Card 22 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 23 Amli/eddiephlash:
Spoiler:
Hourglass Card 23 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 24 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 24 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 25 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 25 Zova/AAUGHWHY
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 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 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 28 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 28 Ezren/Bigguyinblack
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 29 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 29 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.

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

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

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

Dagon's Jaws Card 1:
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.
Dagon's Jaws Card 2:
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.
Dagon's Jaws Card 3:
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.
Dagon's Jaws Card 4:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Dagon's Jaws Card 5:
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.
Dagon's Jaws Card 6:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None
Dagon's Jaws Card 1:
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.
Dagon's Jaws Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Dagon's Jaws Card 3:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Dagon's Jaws Card 4:
Kraken
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.

Location #3: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, None
Sacred Spring Card 1:
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.
Sacred Spring Card 2:
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.
Sacred Spring Card 3:
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.
Sacred Spring Card 4:
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.
Sacred Spring Card 5:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Sacred Spring Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sacred Spring 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.
Sacred Spring Card 8:
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.
Sacred Spring Card 9:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Sacred Spring Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Wishing Well Card 1:
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.
Wishing Well Card 2:
Breath of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Constitution
Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
Wishing Well Card 3:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Wishing Well Card 4:
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.
Wishing Well Card 5:
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.
Wishing Well Card 6:
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.
Wishing Well Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Wishing Well Card 8:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Wishing Well 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.
Wishing Well Card 10:
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.

Location #5: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
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.
Sharkskin Reef Card 4:
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.
Sharkskin Reef Card 5:
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.
Sharkskin Reef Card 6:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 7:
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.
Sharkskin Reef 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.
Sharkskin Reef Card 9:
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.
Sharkskin Reef Card 10:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shark Island Card 1:
Eye of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Dexterity
Acrobatics
Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.
Shark Island 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.
Shark Island Card 3:
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.
Shark Island 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.
Shark Island Card 5:
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.
Shark Island Card 6:
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.
Shark Island Card 7:
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.
Shark Island Card 8:
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_
Shark Island Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Shark Island Card 10:
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.

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Shrine to Norgorber Card 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.
Shrine to Norgorber Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
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.
Shrine to Norgorber Card 8:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 9:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Shrine to Norgorber Card 10:
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.


Deck Handler

Blessing of the Gods in effect.

Cast Channel the Gift for Scrying. Examine the top card of my deck: Locate object. Draw it. Cast Locate Object. Examine the top card of my deck: Chronicler. Card 1 Fortified Shell Armor. Encounter it.

Sacred Spring Card 1: 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.

Amli displays Divine Fortune.

constitution 8 aided by Divine Fortune: 1d6 + 1d6 ⇒ (1) + (6) = 7

Banished. Cast Scrying naming spell. Card 2 Cyclops, Card 3 Blessing of Milani, Card 4 Wall of Blades. Shuffle the location then place Wall of Blades on top. Take my free explore.

Sacred Spring Card 4: 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.

divine 11 casting Fire Snake, aided by Divine Fortune: 1d12 + 1d6 + 6 ⇒ (9) + (5) + 6 = 20

Acquired a card with the magic trait so take my free explore.

random from the top: 1d8 ⇒ 4

Sacred Spring Card 6: Blessing of Gozreh:

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

wisdom 7 aided by Divine Fortune: 1d6 + 1d6 + 1 ⇒ (4) + (5) + 1 = 10

Transmogrify into random Blessing #1 Blessing of Asmodeus. Discard Blessing of Asmodeus to explore.

random from the top: 1d7 ⇒ 2

Sacred Spring Card 3: 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.

wisdom 7 aided by Divine Fortune: 1d6 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

Transmogrify into random blessing # 3 Blessing of Kelizandri Discard Blessing of Kelizandri to explore.

random from the top: 1d6 ⇒ 1

Sacred Spring Card 2: 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.

Recharge the top card of my deck: Chronicler.

combat 22 casting Frost Ray (Core), revealing Ice Chemist to add 1d4, aided by Divine Favor: 1d12 + 3d6 + 1d4 + 1d6 + 6 ⇒ (5) + (4, 2, 1) + (2) + (5) + 6 = 25

Examine the top card of my deck: Letter of Marque. Recharge Samisen of Oracular Vision to examine Location #1: Dagon's Jaws card 1 Humanbane Crossbow +2, Location #2: Dagon's Jaws card 1 Storm, and Sharkskin Reef card 1 Electricity Arc Trap.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Channel the Gift: Arcane 14: 1d12 + 1d6 + 6 ⇒ (2) + (1) + 6 = 9 -> Channel the Gift discarded.
Locate Object: Arcane 8: 1d12 + 1d6 + 6 ⇒ (10) + (3) + 6 = 19 -> Locate Object recharged.
Scrying: Arcane 16: 1d12 + 1d6 + 6 ⇒ (12) + (6) + 6 = 24 -> Scrying recharged .
Fire Snake: Arcane 8: 1d12 + 1d6 + 6 ⇒ (5) + (1) + 6 = 12 -> Fire Snake recharged.
Frost Ray (Core): Arcane 9: 1d12 + 1d6 + 1d4 + 6 ⇒ (8) + (2) + (4) + 6 = 20 -> Frost Ray (Core) recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Fly, Coordinated Blast, Ice and Fire, Wall of Blades, Volcanic Storm (Core), Sphere of Fire, Ice Chemist, Letter of Marque, Pyrotechnic Blast, Magnetic Grimoire,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Current Location: Sacred Spring
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 (x] 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.

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

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): Pyromaniac Mage, Cleric of Nethys, Ring of Protection (Core), Walking Stick, Wand of Treasure Finding
Recharged: Chronicler, Samisen of Oracular Vision, Locate Object, Scrying, Fire Snake, Frost Ray (Core),
Discard Pile: Blessing of Asmodeus, Blessing of Kelizandri, Channel the Gift,
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 ([x] 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.

Sacred Spring card 4 acquired. Cards 1, 2, 3, and 6 banished.

Random blessing # 1 Blessing of Asmodeus and #3 Blessing of Kelizandri acquired.

Amli displayed Divine Favor.


Deck Handler

Hour is Blessing of Gozreh

Display Aspect of the Bull

Zova senses a wind brewing and directs the ship towards Sharkskin Reef, hoping to deal with some of the threats there and ride the wind out before the sharks notice.

Zova takes off ahead when she hears a crackle of electricity behind her. She slows down to give Valendron some time to catch up, but when she looks back to see where he is, the sorcerer isn't even on deck... Uh oh... Encounter Card 1: Electricity Arc Trap. Recharge Sedja for +Survival+1. Amli's Divine fortune adds 1d6

DEX 12: 3d8 + 1d6 + 7 ⇒ (2, 3, 2) + (4) + 7 = 18 Defeated!

Zova swoops down to the ship to avoid the sparking electricity, only to be greeted by grappling hooks finding purchase on the starboard side railing. "Great! Now we're being boarded?!" Discard Thylacine to explore again; encounter Card 2: Fever Sea Marauder. Display Aspect of the Hawk for Survival+1d6+5

Combat 17: 1d8 + 2d6 + 11 ⇒ (8) + (1, 4) + 11 = 24 Defeated. Draw to hand

Zova takes off again and does a flying tackle to knock the marauder into the sea and scatter his equipment! As she takes a perch on the railing, Zova notices an unusually Card 3: Reflecting Buckler sinking into the depths. Discard Vampire Squid to explore again. Recharge Fever Sea Marauder for +Survival+1. Amli adds 2

Fortitude 10: 2d8 + 1d6 + 10 ⇒ (7, 2) + (5) + 10 = 24 Acquired

Zova dives down to get it, but accidentally brushes up against a Card 4: Darkforest Anemone! Discard Riding Allosaurus to explore again. I don't want to do the WIS check. Using Aspect of the Hawk for Survival+1d6+5

Combat 16: 1d8 + 2d6 + 11 ⇒ (6) + (5, 3) + 11 = 25 Defeated. Draw to hand

Zova reemerges from the water to find a wall of fog has rolled in. Recharge Blessing of Ketephys to explore again. Encounter Card 5: Illusory Wall.

WIS 11: 1d8 + 1d6 + 3 ⇒ (6) + (4) + 3 = 13

Zova focuses her vision into the fog and spots a Card 6: Witch Doctor. Based on the dance they seem to be doing, they're probably responsible for the fog. Examine Witch Doctor using Illusory Wall. Leave them on top

Before Zova can take off again to deal with them, the wind picks up and drives the ship back to the Sacred Spring. Ezren casts Fly. Look at top card of Shark Island and Shrine to Norgorber. We all move back to Sacred Spring

On recovery, auto-recharge Aspect of the Hawk

On hand reset, reveal Angelstep for +1 Hand Size

"

Zova wrote:

Hand: Reflecting Buckler, Darkforest Anemone, Amulet of Mighty Fists, Angelstep, Sable Company Hide, Moose, Droogami, Seaborne Trident +1, Aspect of the Tiger, Aspect of the Frog,

Displayed: Aspect of the Bull,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloud Puff, Archaeopteryx, Aspect of the Monkey, Blessing of the Green Faith, Aspect of the Hawk, Blessing of Kelizandri, The Wanderer
Recharged: Sedja, Fever Sea Marauder, Blessing of Ketephys,
Discard Pile: Thylacine, Vampire Squid, Riding Allosaurus,
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 Sable Company Hide and Aspect of the Tiger


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, non-Elite boon of that type from the box.

During This Scenario: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules:

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

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

Spoiler:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

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

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

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

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

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.

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:
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:
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:
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:
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.

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

Spoiler:
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:
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:
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:
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:
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.

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

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

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

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

Spoiler:
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:
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:
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:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
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 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 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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 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 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 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 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 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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 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 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 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 20 Valendron/EmpTyger:
Spoiler:
Hourglass Card 20 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 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 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 Zova/AAUGHWHY
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 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 Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 26 Ezren/Bigguyinblack
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 27 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 27 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.

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

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

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

Dagon's Jaws Card 1 (Humanbane Crossbow +2):
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.
Dagon's Jaws Card 2:
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.
Dagon's Jaws Card 3:
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.
Dagon's Jaws Card 4:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Dagon's Jaws Card 5:
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.
Dagon's Jaws Card 6:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None
Dagon's Jaws Card 1 (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.
Dagon's Jaws Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Dagon's Jaws Card 3:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Dagon's Jaws Card 4:
Kraken
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.

Location #3: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, None
Sacred Spring Card 1:
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.
Sacred Spring Card 2:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Sacred Spring Card 3:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Sacred Spring Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Sacred Spring Card 5:
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.

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Wishing Well Card 1:
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.
Wishing Well Card 2:
Breath of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Constitution
Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
Wishing Well Card 3:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Wishing Well Card 4:
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.
Wishing Well Card 5:
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.
Wishing Well Card 6:
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.
Wishing Well Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Wishing Well Card 8:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Wishing Well 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.
Wishing Well Card 10:
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.

Location #5: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1 (Witch Doctor):
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
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.
Sharkskin Reef 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.
Sharkskin Reef Card 5:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shark Island Card 1 (Eye of Dagon):
Eye of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Dexterity
Acrobatics
Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.
Shark Island 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.
Shark Island Card 3:
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.
Shark Island 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.
Shark Island Card 5:
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.
Shark Island Card 6:
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.
Shark Island Card 7:
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.
Shark Island Card 8:
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_
Shark Island Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Shark Island Card 10:
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.

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1 (Blessing of 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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
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.
Shrine to Norgorber Card 8:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 9:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Shrine to Norgorber Card 10:
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Abadar o'clock
Banishing Wand of Treasure Finding to recovery to examine Sacred Spring 1: Holy Feast, Sacred Spring 2: Curse of the Flesheaters, Sacred Spring 3: Animated Shield

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.

Curse of the Flesheaters:
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

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.

Shuffling Holy Feast, Curse of Flesheaters back into Sacred Spring. Reloading Animated Shield into Sacred Spring
Valendron waved his new wand over the feast set out at the spring, and a circular platter began to tremble. But for all the foods, the elf sensed a hungry curse here.

Sailing to Dagon's Jaws 1, taking everyone
Exploring Dagon's Jaws 1-1: Humanbane Crossbow +2

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.

Using Divine Fortune. Amli forges
DEX 11: 1d8 + 3 + 1d6 + 2 ⇒ (1) + 3 + (1) + 2 = 7
Humanbane Crossbow +2 is banished

Valendron sailed the Wormwood into the upper jaw, ignoring the bow that Ezren had discovered. "That won't do enough against a kraken."

Discarding Cat to explore Dagon's Jaws 1-2: Old Salt

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.

Using Divine Fortune
CHA 7: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13
Old Salt is acquired

An old crewman nodded in agreement, relieved that the officers were taking the kraken seriously.

Discarding Pyromaniac Mage to explore Dagon's Jaws 1-3: Coral Capuchin

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.

Using Divine Fortune
WIS 6: 1d8 + 1d6 ⇒ (6) + (2) = 8
Coral Capuchin is acquired and banished. Ezren transmogrifies Coral Capuchin into Random non-Basic non-Elite Ally 1: Albatross

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.

Something was scurrying atop the upper jaw. "Not just another capuchin, not when it can have wings."

Discarding Old Salt to explore Dagon's Jaws 1-4: Werecrocodile

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.

Revealing Vindictive Harpoon, aquatic, using Divine Fortune. Amli displays 1 armor
Combat 18: 1d8 + 3 + 1d6 + 1 + 1d8 + 1d6 + 1 ⇒ (2) + 3 + (6) + 1 + (1) + (5) + 1 = 19
Werecrocodile is banished

Not all transformations were so friendly. A harpoon thrust slew a werecrocodile before it could transform.

Ending turn
Recovery: Using Divine Fortune
Arcane 8: 1d10 + 5 + 1d6 ⇒ (4) + 5 + (2) = 11
Wand of Treasure Finding is recharged
Resetting hand

Valendron wrote:

Hand: Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Good Omen (freely banish to recovery for +6 to close/guard/acquire), Black Spot (banish to recovery for -6 to difficulty to defeat monster), Albatross, Wall of Fire, Vindictive Harpoon, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane),

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Avoid moving Valendron if it would leave him at a location with a start-of-turn effect. At the end of Valendron's turn, I'll try to move people away from such locations.
Ask before using: Blessing of Achaekek
Can use without asking: Mist Horn; Good Omen; Black Spot

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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:
Sacred Spring is shuffled with Sacred Spring 3 (Animated Shield) on top. (also contains Holy Feast, Curse of the Flesheaters)
Dagon's Jaws 1-1, 1-3, 1-4 are banished.
Dagon's Jaws 1-2 is acquired.
Random Ally 1 (Albatross) is acquired.
Amli displays 1 armor.
Amli is at Dagon's Jaws 1.
Ezren is at Dagon's Jaws 1.
Zova is at Dagon's Jaws 1.
Valendron is at Dagon's Jaws 1.


Lvl 6 Divine Warpriest. Deck handler

Start of Scenario, display Divine Fortune. Move to Dagon's Jaws 1. Display 1 armor.

Start of turn, send DF to recovery. Redraw armor. Hour is Milani. Move to Dagon's Jaws 2. Cast Augury for Monsters. Card 1: Storm. Card 2: Shark-Eating Crab. Card 3: Potion of Flying. Shuffle the deck, putting the Crab on top. Explore the crab. Reveal and discard Golembane hammer.
Combat 18: 1d8 + 4 + 1d8 + 2 + 1d6 ⇒ (8) + 4 + (5) + 2 + (1) = 20 Reroll!
Combat 18: 1d8 + 4 + 1d8 + 2 + 1d6 ⇒ (1) + 4 + (8) + 2 + (4) = 19 Defeated!

Cast Major cure on Ezren, I heal my hammer.
Heal Ezren: 1d4 + 1 ⇒ (4) + 1 = 5

Amli ends their turn.

Amli attempts to recover all cards in their Recovery pile.
Divine Fortune: Divine 13: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 -> Divine Fortune discarded.
Augury: Divine 8: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 -> Augury recharged.
Major Cure: Divine 10: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 -> Major Cure discarded.

Amli resets their hand, drawing 5.

Amli wrote:

Hand: Shock Greatsword +2, The Teamster, Gorum's Iron, Buccaneer's Breastplate, Blessing of the Oathkeeper, Steal Soul,

Displayed: Voidglass Armor,
Deck: 12 Discard: 2 Buried: 0
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, Lyrune-quah Moon Maiden, The Brass Dwarf, Sawtooth Sabre, Impossible Bottle, Manual of War, Torag's Power, Dancing Scimitar +2, Golembane Hammer +2, Dwarven Longhammer +1, Celestial Armor
Recharged: Augury,
Discard Pile: Divine Fortune, 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.

Sacred Spring is shuffled with Sacred Spring 3 (Animated Shield) on top. (also contains Holy Feast, Curse of the Flesheaters)
Dagon's Jaws 1-1, 1-3, 1-4 are banished.
Dagon's Jaws 1-2 is acquired.
Dagon's Jaws 2-2 is banished.
Dagon's Jaws is shuffled with 2-1: Storm, 2-3: Potion of Flying, 2-4: unknown
Random Ally 1 (Albatross) is acquired.
Amli is at Dagon's Jaws 2.
Ezren is at Dagon's Jaws 2.
Zova is at Dagon's Jaws 2.
Valendron is at Dagon's Jaws 2.


Deck Handler

Cast Fly during Zova's turn. Examine the top card of my deck: Pyromaniac Mage.

Ezran attempts to recover all cards in their Recovery pile.
Fly: Arcane 10: 1d12 + 1d6 + 1d4 + 6 ⇒ (2) + (1) + (3) + 6 = 12 -> Fly recharged .

On Amli's turn heal for 5. Thanks!

Blessing of the Gods in effect. Pass Wall of Blades to Amli.

random card from the top: 1d3 ⇒ 3

Dagon's Jaws Card 4: Kraken:

None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.

BYA structural damage: 2d4 ⇒ (1, 4) = 5

Valendron displays Mist Horn to prevent 3. Amli displays Buccaneer's Breastplate to prevent 1. Discard Pyrotechnic Blast for the last point. Valendron casts Black Spot and discards Blessing of Achaekek.

constitution 14 -6 double blessed by Blessing of Achaekek, revealing Ice Chemist + Magnetic Grimoire: 3d6 + 1d4 ⇒ (1, 2, 1) + (3) = 7

Mist Horn prevents the 1 damage.

combat 23 casting Volcanic Storm using divine: 1d4 + 3d6 + 0 ⇒ (4) + (1, 2, 5) + 0 = 12

Fail. Evade the villain. Examine the top card of my deck: Wand of Treasure Finding.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Volcanic Storm (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (9) + (4) + 6 = 19 -> Volcanic Storm (Core) recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Coordinated Blast, Ice and Fire, Sphere of Fire, Magnetic Grimoire, Ice Chemist, Letter of Marque, Wand of Treasure Finding, Fly, Scrying, Fire Snake,

Displayed:
Deck: 12 Discard: 1 Buried: 0
"Current Location: #2: Dagon's Jaws
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 (x] 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.

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.

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

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): Channel the Gift, Frost Ray (Core), Locate Object, Pyromaniac Mage, Cleric of Nethys, Blessing of Asmodeus, Blessing of Kelizandri, Chronicler, Samisen of Oracular Vision, Ring of Protection (Core), Walking Stick
Recharged: Volcanic Storm (Core),
Discard Pile: Pyrotechnic Blast,
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 ([x] 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.

Kraken is shuffled into Location #2: Dagon's Jaws.

Valendron displayed Mist Horn at Location #2: Dagon's Jaws, cast Black Spot, and discarded Blessing of Achaekek.


Deck Handler

Hour is Blessing of the Gods

Zova guides the ship towards Shark Island. She can't help but feel an unsettling glare coming from the direction of Dagon's Jaws... Move everyone to Shark Island. Explore Card 1: Eye of Dagon. Recharge Darkforest Anemone for +Survival+1

Acrobatics 16: 3d8 + 10 ⇒ (8, 3, 8) + 10 = 29 Defeated

Zova shakes the feeling off and continues her flight, the light of the moon guiding her forward. Discard Moose to explore again. Encounter Card 2: Blessing of the Gods (What is the BotG medallion supposed to be? Lycanthrope cards are harder when it's the hour, so I assume its a moon?) Auto-Acquire it

A crackle of lightning forces to Zova into a dive to avoid being struck! It looks like a Card 3: Sea Drake decided to pay them a visit! Discard Blessing of the Gods to explore. BA, Everyone must make a DEX/Acrobatics 6 check. If you succeed take 1 Electricity Damage; if you fail, take 1d4

Acrobatics 6: 1d8 + 3 ⇒ (7) + 3 = 10 I succeed. Reveal Reflecting Buckler to reduce the damage

For the combat, reveal Seaborne Trident +1 for STR+1d8+1
Combat 14: 1d6 + 1d8 + 4 ⇒ (4) + (7) + 4 = 15 Defeated! Draw to hand and discard to mitigate the 1 Structural Damage

The drake is so distracted by attempting to chase down Zova that it doesn't notice the huge ship careening towards it! It doesn't end well...

Sensing some residual electricity thrumming in the air, Zova turns back towards the Sacred Spring. That huge feast Valendron noticed on the weird shaking plate sounds delicious! Discard Droogami to move everyone back to Sacred Spring. Explore Card 3: Animated Shield. Use Amli's power and Reveal Trident

Fortitude 7: 1d8 + 1d4 + 3 ⇒ (5) + (4) + 3 = 12

By the time they get back, the plate had wiggled it's way out from under the meal. Zova picks it up before it gets too far.

On reset, reveal Angelstep for +1 Hand Size

"

Zova wrote:

Hand: Reflecting Buckler, Animated Shield, Amulet of Mighty Fists, Angelstep, Blessing of the Green Faith, The Wanderer, Cloud Puff, Seaborne Trident +1, Blessing of Kelizandri, Aspect of the Frog,

Displayed: Aspect of the Bull, Sable Company Hide, Aspect of the Tiger,
Deck: 7 Discard: 7 Buried: 0
Hero Points: 0
NOTES:
Available Support: 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 Hawk, Aspect of the Monkey, Archaeopteryx
Recharged: Sedja, Fever Sea Marauder, Blessing of Ketephys, Darkforest Anemone,
Discard Pile: Thylacine, Vampire Squid, Riding Allosaurus, Moose, Blessing of the Gods, Sea Drake, 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, non-Elite boon of that type from the box.

During This Scenario: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules:

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

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

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

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

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

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

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

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

Spoiler:
Fortified 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:
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.

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

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

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

Spoiler:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

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

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:
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:
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.

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:
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.

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

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

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

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

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: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 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 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 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 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 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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 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 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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 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 Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ezren/Bigguyinblack
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 23 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 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.

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

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

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

Dagon's Jaws Card 1:
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.
Dagon's Jaws Card 2:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Potion of Flying, Storm, Kraken
Dagon's Jaws Card 1:
Kraken
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.
Dagon's Jaws Card 2:
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.
Dagon's Jaws Card 3:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Location #3: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, Holy Feast, Curse of the Flesheaters
Sacred Spring Card 1:
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.
Sacred Spring 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.
Sacred Spring Card 3:
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.
Sacred Spring Card 4:
Curse of the Flesheaters
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Wishing Well Card 1:
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.
Wishing Well Card 2:
Breath of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Constitution
Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
Wishing Well Card 3:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Wishing Well Card 4:
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.
Wishing Well Card 5:
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.
Wishing Well Card 6:
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.
Wishing Well Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Wishing Well Card 8:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Wishing Well 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.
Wishing Well Card 10:
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.

Location #5: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1 (Witch Doctor):
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
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.
Sharkskin Reef 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.
Sharkskin Reef Card 5:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shark Island Card 1:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Shark Island Card 2:
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.
Shark Island Card 3:
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.
Shark Island Card 4:
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.
Shark Island Card 5:
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_
Shark Island Card 6:
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.
Shark Island Card 7:
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.

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1 (Blessing of 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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
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.
Shrine to Norgorber Card 8:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 9:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Shrine to Norgorber Card 10:
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.


Deck Handler

dexterity 6 revealing revealing Ice Chemist + Magnetic Grimoire: 1d6 + 1d4 ⇒ (1) + (1) = 2

electricity damage: 1d4 ⇒ 2

Discard Sphere of Fire and Letter of Marque.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Ezren’s turn)
Recovery: Amli forges
Arcane 6: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Black Spot is recharged

The kraken shrugged off Valendron’s curse.

(During Zova’s turn)
Sea Drake:
DEX 6: 1d8 + 3 ⇒ (8) + 3 = 11
Discarding Albatross for 1 Electricity damage

The reaver knew precisely where to stand to avoid the worst of the lightning.

(Valendron’s turn)
Hourglass: Erastil o’clock
Banishing Mist Horn to recovery
Sailing to Shark Island, taking everyone
Exploring Shark Island 1: Keen Rapier +3

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.

Banishing Good Omen to recovery. Amli forges. Zova recharges Blessing of the Green Faith
STR 13: 2d6 + 6 + 2 ⇒ (6, 6) + 6 + 2 = 20
Keen Rapier +3 is acquired

“Tougher monsters require a keener blade.” He sailed out of the mists to Shark Island, where fortunately he found a green-tinged blade.

Ending turn
Recharging Wall of Fire to sail to Sacred Spring, taking everyone
Recovery:
Arcane 10: 1d10 + 5 ⇒ (5) + 5 = 10
Mist Horn is recharged. Amli forges
Arcane 8: 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Good Omen is recharged
Resetting hand
(At the start of Amli’s turn)
Recharging Surgeon to heal Cat

Before the sharks began to bite, Valendron sailed back to the spring, where the surgeon refilled her healing elixirs.

Valendron wrote:

Hand: Keen Rapier +3, Surgeon, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Blessing of Abadar B (discard to bless/doublebless if to defeat barrier), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Vindictive Harpoon, 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),

Displayed:
Deck: 14 12 Discard: 4 5 Buried: 0
Notes: Avoid moving Valendron if it would leave him at a location with a start-of-turn effect. At the end of Valendron's turn, I'll try to move people away from such locations.
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; Scrying

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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:
Shark Island 1 is acquired.
Zova recharged Blessing of the Green Faith.


Lvl 6 Divine Warpriest. Deck handler

Off turn, receive Wall of Blades from Ezren. Display an armor. Sea Drake BYA.Discard Teamster to roll con die.
Dex 6: 1d10 ⇒ 9 Success! Display Steal Soul

Start turn, hour is Sivanah. Redraw cards. Sail to Shrine. Explore Blessing of Norgorber.
Divine 5: 1d10 + 3 + 2 + 1d4 ⇒ (7) + 3 + 2 + (3) = 15 Auto!

Discard Oathkeeper to heal 1: and explore card 2: Falcata +1. Forge.
Melee 10: 1d8 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (3) = 15 Acquired! Ezren Transmogrifies: Flaming Longbow +2.

Discard Gorum's Iron to explore card 3: Blessing of the Gods. Auto acquire, and Transmogrify it to: Blessing of Erastil. Discard it to explore: Sandbar. Before you act, move each character to this location. Ask for Zova's Blessing of Kelizandri.
Wis 11: 3d10 + 2 + 1d4 ⇒ (9, 9, 4) + 2 + (3) = 27 Success!

End turn. Reset hand, discarding the bow and drawing 2.

Amli wrote:

Hand: Shock Greatsword +2, Wall of Blades, Buccaneer's Breastplate, Blessing of Norgorber, Golembane Hammer +2, Celestial Armor,

Displayed: Voidglass Armor, Steal Soul,
Deck: 11 Discard: 6 Buried: 0
Current Location: Shrine to Norgorber
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): Lyrune-quah Moon Maiden, Blessing of the Everlight, Torag's Power, Dancing Scimitar +2, Impossible Bottle, Manual of War, The Brass Dwarf, Dwarven Longhammer +1, Sawtooth Sabre
Recharged: Augury, Major Cure,
Discard Pile: Divine Fortune, The Teamster, Blessing of the Oathkeeper, Gorum's Iron, Blessing of Erastil, Flaming Longbow +2,
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.


Deck Handler

Before Amli ends the turn cast Fly to examine Wishing Well card 1 Animated Weapon and Shrine to Norgorber card 5 Shark-Eating Crab. Then we all move to Sacred Spring. Examine the top card of my deck: Cleric of Nethys.

Ezran attempts to recover all cards in their Recovery pile.
Fly: Arcane 10: 1d12 + 1d4 + 6 ⇒ (4) + (3) + 6 = 13 -> Fly recharged.

Blessing of Besmara in effect.

Cast Scrying naming Spell. Card 1 Holy Feast, Card 2 Blessing of the Gods, Card 3 Resist Energy. Place Resist Energy then Holy Feast on top then shuffle the location. Take my free explore.

Sacred Spring Card 3: 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.

arcane 10 revealing Ice Chemist + Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (12) + (1) + 6 = 19

Transmogrify into random spell #1 Freezing Sphere. Acquired a card with the magic trait so take my free explore.

Sacred Spring Card 1: 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.

divine 13 casting Fire Snake, revealing Magnetic Grimoire: 1d12 + 1d4 + 6 ⇒ (1) + (3) + 6 = 10

folio reroll on the 1: 1d12 ⇒ 6

15 succeeds. Acquired a card with the magic trait so take my free explore.

random from the top: 1d2 ⇒ 2

Sacred Spring Card 4: Curse of the Flesheaters:

SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Wisdom
Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Valendron discards a Blessing of Abadar.

wisdom 16 revealing Ice Chemist + Magnetic Grimoire, double blessed by Abadar: 3d6 + 1d4 + 1 ⇒ (5, 5, 1) + (4) + 1 = 16

wisdom 9 revealing Ice Chemist + Magnetic Grimoire: 1d6 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Scrying: Arcane 16: 1d12 + 1d4 + 6 ⇒ (9) + (1) + 6 = 16 -> Scrying recharged .
Fire Snake: Arcane 8: 1d12 + 1d4 + 6 ⇒ (7) + (4) + 6 = 17 -> Fire Snake recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Coordinated Blast, Ice and Fire, Freezing Sphere, Magnetic Grimoire, Ice Chemist, Holy Feast, Wand of Treasure Finding, Cleric of Nethys, Locate Object, Samisen of Oracular Vision,

Displayed:
Deck: 12 Discard: 3 Buried: 0
"Current Location: Sacred Spring
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: used

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (x] 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.

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

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.

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): Chronicler, Channel the Gift, Ring of Protection (Core), Frost Ray (Core), Walking Stick, Blessing of Kelizandri, Blessing of Asmodeus, Pyromaniac Mage
Recharged: Volcanic Storm (Core), Fly, Scrying, Fire Snake,
Discard Pile: Pyrotechnic Blast, Sphere of Fire, Letter of Marque,
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 ([x] 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.

Sacred Spring card 1 acquired. Cards 3 and 4 banished.

Random spell #1 Freezing Sphere acquired.

Valendron discards a Blessing of Pharasma.


Deck Handler

On Valendron's and Amli's turns, play my blessings

Hour is Blessing of Kelizandri

Zova leads the crew back to the Shrine of Norgorber to take care of the Card 5: Shark-Eating Crab that Ezren spotted before it can put Blackfinger's teachings to use! Reveal Seaborne Trident for STR+1d8+1. Recharge Aspect of the Frog for +Survival+1

Combat 18: 2d6 + 2d8 + 11 ⇒ (5, 4) + (4, 8) + 11 = 32 I must reroll the dice
Combat 18: 2d6 + 2d8 + 11 ⇒ (2, 6) + (4, 4) + 11 = 27 Defeated! Draw it to hand

Assassinating the assassin crab couldn't have been better timed; a quick scan of the crustacean's body revealed a keen Card 6: Sharpshooter's Blade! Recharge The Wanderer to explore again. Amli forges.

STR 8: 1d6 + 5 ⇒ (1) + 5 = 6 Banished

Zova chucks the weapon into the sea and takes off back towards the Sacred Spring as it sinks down into the depths. Discard Reflecting Buckler to move.

Use Angelstep on myself
Heal: 1d4 + 1 ⇒ (2) + 1 = 3

Recover Angelstep Survival 9, revealing Trident: 1d8 + 1d4 + 6 ⇒ (6) + (4) + 6 = 16

On reset, recharge Animated Buckler and reveal Cloud Puff for +1 Hand Size

"

Zova wrote:

Hand: Shark-Eating Crab, Droogami, Amulet of Mighty Fists, Blessing of Ketephys, Aspect of the Monkey, Aspect of the Frog, Cloud Puff, Seaborne Trident +1, Aspect of the Hawk, Moose,

Displayed: Aspect of the Bull, Sable Company Hide, Aspect of the Tiger,
Deck: 9 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

Ketephys: Discard to bless, Bless twice if invokes Animal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith, Fever Sea Marauder, Blessing of Kelizandri, Sedja, The Wanderer, Darkforest Anemone, Archaeopteryx
Recharged: Angelstep, Animated Shield,
Discard Pile: Thylacine, Vampire Squid, Riding Allosaurus, Blessing of the Gods, Sea Drake, Reflecting Buckler,
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, non-Elite boon of that type from the box.

During This Scenario: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules:

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Hammerhead Shark:

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

Summoned Henchman: Pirate Shade Haunt:

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

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

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

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

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

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

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

Spoiler:
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:
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:
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.

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:
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:
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:
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:
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.

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

Spoiler:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Righteousness
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
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.

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

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

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

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

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

Allies
Spoiler:
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:
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:
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:
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.

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

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

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

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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 19

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 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 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 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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 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 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 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 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 Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
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 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 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.

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

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

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

Dagon's Jaws Card 1:
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.
Dagon's Jaws Card 2:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Potion of Flying, Storm, Kraken
Dagon's Jaws Card 1:
Kraken
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.
Dagon's Jaws Card 2:
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.
Dagon's Jaws Card 3:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Location #3: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY,
Sacred Spring 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.

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Wishing Well Card 1 (Animated Weapon):
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.
Wishing Well Card 2:
Breath of Dagon
SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Constitution
Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
Wishing Well Card 3:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Wishing Well Card 4:
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.
Wishing Well Card 5:
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.
Wishing Well Card 6:
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.
Wishing Well Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Wishing Well Card 8:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Wishing Well 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.
Wishing Well Card 10:
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.

Location #5: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1 (Witch Doctor):
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
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.
Sharkskin Reef 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.
Sharkskin Reef Card 5:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shark Island Card 1:
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.
Shark Island Card 2:
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.
Shark Island Card 3:
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.
Shark Island Card 4:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Shark Island Card 5:
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.
Shark Island Card 6:
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.

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 3:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Shrine to Norgorber Card 4:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Erastil o’clock
Moving to Dagon’s Jaw 1
Exploring Dagon’s Jaw 1-1: Sabotage

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.

Discarding Blessing of Abadar
DEX 12: 3d8 + 3 ⇒ (6, 1, 4) + 3 = 14
Sabotage is banished

“Time for a solo mission.” The elf snuck off to the upper jaw for some sabotage, unlocking an alternate route to the kraken.

Discarding Blessing of Pharasma to explore Dagon’s Jaws 1-2: Koko

Koko:
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Discarding Scrying for 1 Ranged Combat damage
Discarding Magic Keen Rapier +3 as an Attack Electricity Magic spell
Combat 17: 1d10 + 5 + 2d6 + 2 ⇒ (1) + 5 + (4, 6) + 2 = 18
Koko is banished

As he worked, the floral guardian suddenly attacked! Valendron responded with a blast of lightning.

Closing empty Dagon’s Jaws 1: Summoning Vrykolakas

Vrykolakas:
Monster Henchman 5

Traits: 
Undead 
Aquatic
To Defeat: 
Combat 20 
OR 
Wisdom/Divine 16

The Vrykolakas is immune to the Mental and Poison traits. 
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. 
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.


Revealing and burying Vindictive Harpoon, aquatic. Amli displays 2 armors, 1 blessing
Combat 20: 1d8 + 3 + 1d6 + 1 + 2d6 + 1d8 + 3 ⇒ (7) + 3 + (3) + 1 + (1, 5) + (5) + 3 = 28
Poison damage: 1d4 ⇒ 3
(No cards left in hand)
Vrykolakas is banished. Dagon’s Jaw 1 is closed. Drawing Cat. Recharging Cat

With an angry hiss, a vrykolakas charged at him, but Valendron showed no fear. He flung his harpoon straight into the vrykolakas, then dodged the resulting explosion of undead flesh.

Ending turn. Resetting hand

Valendron wrote:

Hand: Swipe (banish to recovery for -3 to combat difficulty), Seeking Harpoon +1, Wand of Treasure Finding, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), 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), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Giantbane Dagger +1,

Displayed:
Deck: 7 Discard: 9 Buried: 1
Notes: Valendron will probably cast Safe Harbor on my next turn.
Ask before using: Pirate's Favor; Safe Harbor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Swipe; Mist Horn

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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:
Dagon’s Jaws 1-1, 1-2 are banished.
Dagon’s Jaws 1 is closed.
Amli displays 2 armors, 1 blessing.
Valendron is at Dagon’s Jaws 1.


Lvl 6 Divine Warpriest. Deck handler

Start turn. Move to Sacred Spring. Explore. Blessing of the Gods. Auto acquire. Attempt to close. Discard BotG, Steal Soul adds d4.
Divine 9: 2d10 + 3 + 1d4 ⇒ (6, 10) + 3 + (1) = 20 Success!
Sacred Spring closed!

End turn, reset hand: recharge 2 armors and draw 2.

Amli wrote:

Hand: Shock Greatsword +2, Golembane Hammer +2, Wall of Blades, Blessing of Norgorber, Manual of War, Impossible Bottle,

Displayed: Voidglass Armor, Steal Soul,
Deck: 11 Discard: 7 Buried: 0
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, Lyrune-quah Moon Maiden, Blessing of the Everlight, Dancing Scimitar +2, Torag's Power, Dwarven Longhammer +1, Sawtooth Sabre
Recharged: Augury, Major Cure, Buccaneer's Breastplate, Celestial Armor,
Discard Pile: Divine Fortune, The Teamster, Blessing of the Oathkeeper, Gorum's Iron, Blessing of Erastil, Flaming Longbow +2, Blessing of the Gods,
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.


Deck Handler

Blessing of Gorum in effect.

Pass Holy Feast to Amli.

Bring Amli and Zova with me to Wishing Well.

Wishing Well Card 1: 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.

Due to location auto acquire. Transmogrify into random spell #1 Wall of Fire Get haunted by Pirate Shade Haunt. Take my free explore for acquiring a card with the magic trait.

Wishing Well Card 2: Breath of Dagon:

SS
Henchman 5
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Disable
Constitution
Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

No chance of defeating this. Fail to defeat. Get cursed by Breath of Dagon. Use Wand of Treasure Finding to place card 10 Find Traps on top of the deck. Discard Cleric of Nethys to examine the next 2 cards. Top card is find Traps. Next card is...

random from the top: 1d7 ⇒ 2 Tessa Fairwind Leave it in that order then explore.

Wishing Well Card 10: 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.

Auto acquire due to location. Add another Pirate Shade Haunt. Transmogrify into random spell #2 Divine Fortune. Take my free explore for acquiring a card with the magic trait.

Wishing Well Card 4: 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.

Auto acquire due to location. Transmogrify into random ally #1 Giffer Tibbs Get a 3rd Pirate Shade Haunt. Recharge Samisen of Oracular Vision to examine the next 3 cards.

random from the top: 1d6 ⇒ 4 Card 7 Blessing of the Gods
random from the top: 1d5 ⇒ 3 Card 6 Blessing of Hshurha.
random from the top: 1d4 ⇒ 3 Card 8 Crystal of Healing Hands.

Discard Giffer Tibbs to explore.

Wishing Well Card 7: Blessing of the Gods:

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

No check to auto acquire so no haunt. Transmogrify into random blessing #3 Blessing of Hshurha. Discard Blessing of Hshurha to explore.

Wishing Well Card 6: 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.

Auto acquire due to location. Get a 4th Pirate Shade Haunt. Transmogrify into random blessing #4 Blessing of Kelizandri. Discard Blessing of Kelizandri to explore.

Wishing Well Card 8: Crystal of Healing Hands:

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

Auto acquire due to location. 5th Pirate Shade Haunt. Transmogrify into random item #1 Ring of Regeneration. Do not take my free explore for acquiring a card with the magic trait. Cast Locate Object encountering the last boon card 9 Blessing of Cayden Cailean.

Wishing Well 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.

Auto acquire due to location. 6th Pirate Shade Haunt. Transmogrify into random blessing #TBD. End turn and Ring of Regeneration recharges a random discarded card.

Ezran ends their turn. Discard Wall of Fire.

Ezran attempts to recover all cards in their Recovery pile.
Wand of Treasure Finding: Arcane 8: 1d4 + 1d4 + 6 - 6 ⇒ (3) + (2) + 6 - 6 = 5 -> Wand of Treasure Finding buried.
Locate Object: Arcane 8: 1d4 + 1d4 + 6 - 6 ⇒ (1) + (1) + 6 - 6 = 2 -> Locate Object discarded.

Ezran resets their hand.

Ezran wrote:

Hand: Coordinated Blast, Ice and Fire, Freezing Sphere, Magnetic Grimoire, Ice Chemist, Blessing of Asmodeus, Divine Fortune, Ring of Regeneration, Chronicler, TBD Blessing,

Displayed: Breath of Dagon, Pirate Shade Haunt 1, Pirate Shade Haunt 2, Pirate Shade Haunt 3, Pirate Shade Haunt 4, Pirate Shade Haunt 5, Pirate Shade Haunt 6,
Deck: 11 Discard: 8 Buried: 1
"Current Location: Wishing Well
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: used

Breath of Dagon: While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (x] 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.

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

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): Frost Ray (Core), Pyromaniac Mage, Walking Stick, Ring of Protection (Core), Channel the Gift
Recharged: Volcanic Storm (Core), Fly, Scrying, Fire Snake, Samisen of Oracular Vision, Letter of Marque,
Discard Pile: Pyrotechnic Blast, Sphere of Fire, Cleric of Nethys, Giffer Tibbs, Blessing of Hshurha, Blessing of Kelizandri, Wall of Fire, Locate Object,
Buried Pile: Wand of Treasure Finding,
"
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 ([x] 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.

Wishing Well cards 1, 4, 6, 7, 8, 9, and 10 banished. Card 2 displayed next to Ezren. Cards 3 and 5 known and shuffled.

Random spells #1 Wall of Fire, #2 Divine Fortune , random Item #1 Ring of Regeneration, random ally #1 Giffer Tibbs, random blessing #3 Blessing of Hshurha, #4 Blessing of Kelizandri and TBD acquired.

Amli passed Holy Feast.

So very cursed.


Deck Handler

Hour is Blessing of Pharasma

Sensing how weighed down Ezren was after everything that happened at the Wishing Well, Zova guides the ship towards Sharkskin Reef to consult the Card 1: Witch Doctor there. Move to Sharkskin Reef, taking Amli and Ezren with me. For the combat, reveal Seaborne Trident +1 for STR+1d8+1. Recharge Shark-Eating Crab for +Survival+1.

Combat 18: 2d8 + 1d6 + 11 ⇒ (2, 8) + (4) + 11 = 25 Defeated. Draw to hand

After some coercing, the witch doctor finally agrees to absolve Ezren of one of his curses. As they leave the reef, Zova leaves Droogami behind to stand guard against the Kraken should it swim that way. Ezren can Banish one Curse. Banish Droogami to close

On reset, reveal Cloud Puff for +1 Hand Size

"

Zova wrote:

Hand: Witch Doctor, Archaeopteryx, Amulet of Mighty Fists, Blessing of Ketephys, Aspect of the Monkey, Aspect of the Frog, Cloud Puff, Seaborne Trident +1, Aspect of the Hawk, Moose,

Displayed: Aspect of the Bull, Sable Company Hide, Aspect of the Tiger,
Deck: 9 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Ketephys: Discard to bless, Bless twice if invokes Animal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sedja, Blessing of the Green Faith, Blessing of Kelizandri, Darkforest Anemone, Fever Sea Marauder, The Wanderer
Recharged: Angelstep, Animated Shield, Shark-Eating Crab,
Discard Pile: Thylacine, Vampire Squid, Riding Allosaurus, Blessing of the Gods, Sea Drake, Reflecting Buckler,
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.)

"


Ezren Transmogrifies Blessing of Cayden Caliean into another 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.


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, non-Elite boon of that type from the box.

During This Scenario: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules:

Villain: Kraken:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage. Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location. If undefeated, your ship is wrecked.

Henchman: Breath of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Witch Doctor:

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

Henchman: Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Henchman: Witch Doctor

Henchman: Eye of Dagon:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Hammerhead Shark:

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

Summoned Henchman: Pirate Shade Haunt:

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

Scenario Level (#): 5

Turn: 15, 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:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Fortified 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:
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:
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.

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

Spoiler:
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:
Sea Tyrant's Patch
SS
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

Spoiler:
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.

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

Spoiler:
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.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 15

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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 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 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 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 7 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 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 8 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 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 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 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 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 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 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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
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 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 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.

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

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

Location #1: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, None

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Potion of Flying, Storm, Kraken

Dagon's Jaws Card 1:
Kraken
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.
Dagon's Jaws Card 2:
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.
Dagon's Jaws Card 3:
Potion of Flying
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Location #3: Sacred Spring
Closed
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Wishing Well Card 1:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Wishing Well Card 2:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

Location #5: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, None

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shark Island Card 1:
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.
Shark Island Card 2:
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.
Shark Island Card 3:
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.
Shark Island Card 4:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Shark Island Card 5:
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.
Shark Island Card 6:
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.

Location #7: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Witch Doctor
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
To Defeat:
Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 3:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Shrine to Norgorber Card 4:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Hshurha o’clock
Moving to Sacred Spring
Displaying Safe Harbor at Sacred Spring
Exploring Safe Harbor
Safe Harbor: 1d4 + 1 ⇒ (3) + 1 = 4
Blessing of Achaekek, Pyromaniac Mage, Scrying, Albatross are healed

Valendron reflected on the tranquility at the sacred spring. “The calm before the storm. For the storm is coming.”

(Pausing to discuss villain strategy.)


Deck Handler

Banish Breath of Dagon on Zova's turn. Thanks!.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(Resuming turn)
Ending turn
Displaying Mist Horn at Dagon's Jaws 2
Recharging Swipe to move to Shark Island
Banishing Wand of Treasure Finding to examine Shark Island 1: Spiny Eurypterid, Shark Island 2: Fortified Breastplate

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.

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.

Shuffling Spiny Eurypterid back into Shark Island. Reloading Fortified Breastplate back into Shark Island
Recovery:
Arcane 8: 1d10 + 5 ⇒ (7) + 5 = 12
Wand of Treasure Finding is recharged
Resetting hand

The kraken was intimidating, but there was one of it and four of them.
Valendron summoned a mist cloud to personally keep the sea beast isolated from any sharks and treasure.

Valendron wrote:

Hand: Ivory Dice, Seeking Harpoon +1, Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), 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), Albatross, Giantbane Dagger +1,

Displayed: 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), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 9 Discard: 5 Buried: 1
Notes: Mist Horn is at Dagon's Jaws 2. Safe Harbor is at Sacred Spring
Ask before using: Blessing of Gozreh; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Safe Harbor; Scrying

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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:
Shark Island is shuffled with Shark Island 2 (Fortified Breastplate) on top (also contains Spiny Eurypterid).
Mist Horn is displayed at Dagon's Jaws 2.
Safe Harbor is displayed at Sacred Spring.
Valendron is at Shark Island.


Lvl 6 Divine Warpriest. Deck handler

Off turn, receive Holy Feast. Start turn. Hour is BotG. Give Manual of War to Zova to help with the villain fight. Cast Holy Feast to heal Zova, Ezren, and myself 3 cards each. My healed cards: (Gorum's Iron, The Teamster, Flaming Longbow +2). Deck shuffled.

Move to Shrine to Norgorber. End turn, discarding Holy Feast. Reset hand, discarding Golembane hammer and drawing 2.

Amli wrote:

Hand: Shock Greatsword +2, Sawtooth Sabre, Wall of Blades, Major Cure, Impossible Bottle, Blessing of Norgorber,

Displayed: Voidglass Armor, Steal Soul,
Deck: 12 Discard: 6 Buried: 0
Current Location: Shrine to Norgorber
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, Blessing of the Everlight, Torag's Power, Dancing Scimitar +2, Augury, Celestial Armor, The Teamster, The Brass Dwarf, Dwarven Longhammer +1, Flaming Longbow +2, Lyrune-quah Moon Maiden, Gorum's Iron
Recharged:
Discard Pile: Divine Fortune, Blessing of the Oathkeeper, Blessing of Erastil, Blessing of the Gods, Holy Feast, Golembane Hammer +2,
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.


Deck Handler

Off turn heal for 3.

Blessing of Kelizandri in effect. Ring of Regeneration recharges a discarded card. Pass Blessing of Asmodeus to Zova.

Move to Wishing Well.

End turn. Ring of Regeneration recharges another discarded card.

Ezran wrote:

Hand: Coordinated Blast, Ice and Fire, Freezing Sphere, Magnetic Grimoire, Ice Chemist, Frost Ray (Core), Divine Fortune, Ring of Regeneration, Chronicler, Blessing of Cayden Cailean,

Displayed: Pirate Shade Haunt 1, Pirate Shade Haunt 2, Pirate Shade Haunt 3, Pirate Shade Haunt 4, Pirate Shade Haunt 5, Pirate Shade Haunt 6,
Deck: 16 Discard: 3 Buried: 1
"Current Location: Wishing Well
Hero Points: 5"
"NOTES:
Available Support: Resources are available for use.
Product reroll: used

Breath of Dagon: While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

[x] When ([x] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (x] 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.

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

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): Letter of Marque, Blessing of Kelizandri, Scrying, Fire Snake, Volcanic Storm (Core), Channel the Gift, Pyromaniac Mage, Samisen of Oracular Vision, Fly, Blessing of Kelizandri, Walking Stick, Ring of Protection (Core), Giffer Tibbs, Wall of Fire
Recharged: Locate Object, Sphere of Fire,
Discard Pile: Pyrotechnic Blast, Cleric of Nethys, Blessing of Hshurha,
Buried Pile: Wand of Treasure Finding,
"
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 ([x] 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.

Passed Blessing of Asmodeus to Zova.

At Wishing Well.

guard check using Valendron's Blessing of Gozrah:

knowledge 8 revealing a book to reveal Chronicler, triple blessed by Gozrah, sextuple cursed: 3d12 + 1d6 + 5 - 6 ⇒ (9, 8, 3) + (2) + 5 - 6 = 21


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Zova's turn)
Banish Scrying for monsters to recovery to examine Dagon's Jaws 2-1: Kraken, Dagon's Jaws 2-2: Storm, Dagon's Jaws 2-3: Potion of Flying

Kraken:
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.

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.

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

Shuffling Storm, Potion of Flying back into Dagon's Jaws 2.
Reloading Kraken into Dagon's Jaws 2.

The storm-driven waters flew apart, and the kraken lay exposed.

Guarding Shark Island: Summoning Hammerhead Shark

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

Amli displays Wall of Blades
Revealing Seeking Harpoon +1, aquatic, discarding Giantbane Dagger +1, using Wall of Blades by recharging Albatross and Seeking Harpoon +1
Combat 9+5=14: 1d8 + 3 + 1d6 + 1 + 1d8 + 1d4 + 1 + 2d8 ⇒ (7) + 3 + (4) + 1 + (5) + (4) + 1 + (6, 3) = 34
Hammerhead Shark is banished. Shark Island is guarded

Valendron jabbed skyward with his harpoon and let out a savage cry. Flinging his dagger in the air, the blade splintered into a maelstorm of slashes that would prevent any marine creature from swimming to Dagon's Jaws. The kraken would not be receiving any aid from the sharks.

Valendron wrote:

Hand: Ivory Dice, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour),

Displayed: 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), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 11 Discard: 7 Buried: 1
Notes: Mist Horn is at Dagon's Jaws 2. Safe Harbor is at Sacred Spring
Ask before using:
Can use without asking: Pirate's Favor; Safe Harbor

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [X] +1 [X] +2 [X] +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

Hour is Blessing of Asmodeus

Zova smashes her Cloud Puff against the deck, creating a smokescreen of spores to obscure her approach to Dagon's Jaws to take care of the Card 1: Kraken once and for all! Move to Dagon's Jaws. Banish Cloud Puff to ignore BA. Valendron and Ezren succeed their checks and Amli has Blessing of Norgorber to bury.

It seems like the Kraken isn't even remotely aware of Zova's presence; the sporescreen worked! But it's starting to get hard holding her breath to avoid breathing it in - why did she do this from so far away? Display Aspect of the Frog for +1d6. Aspect of the Bull adds 1 die (it's not a "may" so they should stack). Taking Ezren's Blessing of Cayden Cailean to double bless. Reveal trident for +1d4

Fortitude 14: 4d8 + 1d6 + 1d4 + 1 ⇒ (3, 4, 8, 6) + (6) + (2) + 1 = 30 First check passed

Zova pushes through and finally emerges from the sporescreen, trident in hand. The kraken is about to have a bad time... Reveal and discard Seaborne Trident +1 for STR+2d8+1. Recharge Witch Doctor for +Survival+1. Recharge Sable Company Hide for +Survival. Discard Blessing of Ketephys to double bless. Recharge Archaeopteryx and Moose to activate Wall of Blades for +2d8

Combat 23: 3d6 + 6d8 + 17 ⇒ (4, 1, 6) + (6, 4, 2, 7, 1, 6) + 17 = 54

Calamari anyone?


Completed Scenario 0-5C: Release the Obligatory Kraken

Scenario Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an armor in her deck with the loot Howling Skull Armor.

At the end of each scenario, return the loot to the game box.

Development:
Well, that was unexpected! Your boatswain triggered a glyph trap, and you immediately thought, “Maybe he’ll get turned to ash, or maybe I should duck.” You most certainly did not think, “We have apparently summoned a kraken, and we should get back to our ship before it’s smashed to flotsam.”

Looks like there’s a first time for everything. All hands are on board, and you managed to grab a treasure chest as you left, so you should count this one a success. Nothing went wrong, except... wait. No, really?

You sigh. Looks like you’ll have to find another cabin boy.

Acquired Cards:
Old Salt (Ally B)
Albatross (Ally 5)
Giffer Tibbs (Ally B)

Reflecting Buckler (Armor 5)
Animated Shield (Armor 4)

Blessing of Hshurha (Blessing 2)
Blessing of Erastil (Blessing B)
Blessing of Asmodeus (Blessing 4)
Blessing of Kelizandri (Blessing 3)
Blessing of Norgorber (Blessing 5)
Blessing of Kelizandri (Blessing 3)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing B)

Ring of Regeneration (Item 5)
Periscope (Item 2)

Wall of Fire (Spell 3)
Freezing Sphere (Spell 3)
Divine Fortune (Spell 4)
Holy Feast (Spell 4)
Wall of Blades (Spell 5)

Keen Rapier +3 (Weapon 5)
Flaming Longbow +2 (Weapon 5)


Scenario 0-5D: A Crew Divided

This has not been a good month for you and your merry crew. You were in the wrong place at the wrong time and nearly got overwhelmed by a pirate armada. You tried to take in an innocent bit of theater and nearly got devoured by devils. And you were exploring a perfectly innocent thalassic demon temple when a bleedin’ kraken tried to chow down on your ship!

All you want is some peace and quiet so you can recover from your impossible adventure in a bottle. Just a few days in which you’re not being blown every which way by the forces of Dame Fortune. Surely that’s not too much to ask?

You’ve sailed west, where all the land is uninhabited and the ocean looms large. That small, rocky island off the port bow has only one building on it, and it looks like a glorified lighthouse. Finally, some blessed peace and... oh, no.

Proceed directly to the tower and engage the enemy. Helm, hard to port.

During This Scenario:
When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.

Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

Ships:
CHOOSE 2 CLASS 5 OR LOWER SHIPS AND STASH 1 PLUNDER CARD UNDER EACH. ONE IS YOUR SHIP WHEN COMMANDED AT A GROUP 1 LOCATION; THE OTHER WHEN COMMANDED AT A GROUP 2 LOCATION.

Scenario Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Aiger’s Kiss and another character may temporarily replace a spell in his deck with the loot Quickened Ray.

At the end of each scneario, return the loot to the game box.

---------------------------------
Story Banes

Group 1:

Villain: Incutilis:

Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Group 2:

Villain: Shrouded Queen:

Villain
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

Henchman: Blink Spider:

Henchman
Type: Monster
Traits: Aberration Spider
To Defeat: Combat 17
All damage dealt by the Blink Spider is Poison damage. Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you. If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Abyssal Scavenger:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. 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, non-Elite boon of that type from the box.

During This Scenario: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

Wormwood:

Ship 5
To Defeat: Dexterity/Acrobatics 9 10 OR Wisdom/Survival 8
When Encountering This Ship:
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

When Commanding This Ship:
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

Additional Rules: Group 1:

Villain: Incutilis:

Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Group 2:

Villain: Shrouded Queen:

Villain
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

Henchman: Blink Spider:

Henchman
Type: Monster
Traits: Aberration Spider
To Defeat: Combat 17
All damage dealt by the Blink Spider is Poison damage. Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you. If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Abyssal Scavenger:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 0, 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:
Giant Anaconda
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

Spoiler:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

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:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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.

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

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

Weapons
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:
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.

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

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

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

Spoiler:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
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.

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

Spoiler:
Potion of 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:
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:
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:
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.

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

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

Spoiler:
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.

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.

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

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: Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Group 1

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 1

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Group 1

Location #4: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2

Location #6: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Group 2

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