[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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Scenario 0-5D Plunder 1: 1d6 ⇒ 2 Spell

Scenaro 0-5D Plunder 2: 1d6 ⇒ 5 Ally


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hero Point: Power Feat: For your combat check, you may discard a card to use your Arcane skill + 1d6 +3 and add the Attack, Electricity, and Magic traits. If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
Forfeiting upgrade (unless Ezren passes on the Spell 5, in which case upgrading Spell 2 Safe Harbor into Spell 5 Life Leech)
Starting at Fishing Village

His companions may or may not be with him, but the tingle of lightning only grew stronger in the reaver's limbs. Valendron fearlessly strode through the fishing village, the air around him crackling with every step.

Valendron wrote:

Hand: Blessing of Pharasma (discard to bless/doublebless if spell is cast), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Cat, Wall of Fire, Seeking Harpoon +1, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Surgeon (recharge to heal 1 local),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Do not move Valendron to locations with start-of-turn effects. At the end of Valendron's turn, I'll try to move people away.
Ask before using: Blessing of Pharasma; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Surgeon

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) ([X] +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


Lvl 6 Divine Warpriest. Deck handler

Start with the crew, or Scar Bay if we're splitting up. Still taking loots Buccaneer's Breastplate and Impossible Bottle, swapping out Spiked Plate and Bastion Boots. Upgrade my Hammer into Banudor.

Amli wrote:

Hand: Steal Soul, Dancing Scimitar +2, Blessing of the Oathkeeper, Torag's Power, Shock Greatsword +2, Lyrune-quah Moon Maiden,

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): Banudor, The Brass Dwarf, Buccaneer's Breastplate, Blessing of the Everlight, Sawtooth Sabre, Celestial Armor, Voidglass Armor, Impossible Bottle, Divine Fortune, Manual of War, Augury, Golembane Hammer +2, Gorum's Iron, Major Cure, The Teamster
Recharged:
Discard Pile:
Buried Pile:

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

Starting Hand Size: 9
Starting Location: Tower

"

Zova wrote:

Hand: Angelstep, Blessing of Ketephys, Sable Company Hide, Moose, Sedja, Cloud Puff, The Wanderer, Archaeopteryx, Aspect of the Bull,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Ketephys: Discard to bless, Bless twice if invokes Animal

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Monkey, Aspect of the Frog, Blessing of Kelizandri, Vampire Squid, Riding Allosaurus, Seaborne Trident +1, Aspect of the Hawk, Amulet of Furious Fists, Thylacine, Aspect of the Tiger, Blessing of the Green Faith
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)([X]+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 Bull


Deck Handler

Upgraded to Sand Elemental. Trading out Binder's Tome for Letter of Marque. Starting at Fishing Village.

Ezran wrote:

Hand: Scrying, Sand Elemental, Samisen of Oracular Vision, Ice Chemist, Walking Stick, Channel the Gift, Coordinated Blast,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Fishing Village
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.

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

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

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.

Sand Elemental: Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act.
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): Volcanic Storm (Core), Pyrotechnic Blast, Pyromaniac Mage, Ring of Protection (Core), Sphere of Fire, Cleric of Nethys, Locate Object, Magnetic Grimoire, Fire Snake, Ice and Fire, Fly, Frost Ray (Core), Letter of Marque, Wand of Treasure Finding
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.


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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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: 1, Valendron/EmpTyger

Party's current ship: Truewind:

Ship B
Traits:

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

Random Cards:

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

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

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

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

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

Hours Remaining: 29

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

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

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.

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: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Group 1

Fishing Village Card 1:
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.
Fishing Village Card 2:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Fishing Village Card 3:
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.
Fishing Village Card 4:
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.
Fishing Village Card 5:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Fishing Village Card 6:
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.
Fishing Village Card 7:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Fishing Village Card 8:
Incutilis
SS
Villain 5
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.
Fishing Village Card 9:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Fishing Village Card 10:
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.

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
Scar Bay Card 1:
Vrykolakas
SS
Henchman 5
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.
Scar Bay Card 2:
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.
Scar Bay Card 3:
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.
Scar Bay Card 4:
Coral Capuchin
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Scar Bay Card 5:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Scar Bay Card 6:
Sapphire of Intelligence
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Scar Bay Card 7:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Scar Bay Card 8:
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.
Scar Bay Card 9:
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.
Scar Bay Card 10:
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_

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
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:
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.
Shrine to Norgorber Card 3:
Vrykolakas
SS
Henchman 5
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shrine to Norgorber Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 9:
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 10:
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.

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: Zova/AAUGHWHY, Group 2
Tower Card 1:
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.
Tower 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.
Tower Card 3:
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.
Tower Card 4:
Blink Spider
SS
Henchman 4
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.
Tower Card 5:
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.
Tower Card 6:
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.
Tower Card 7:
Heartbreak Hinsin
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 8:
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.
Tower Card 9:
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.
Tower Card 10:
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.

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
Coastline Card 1:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Coastline Card 2:
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.
Coastline Card 3:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Coastline Card 4:
Blink Spider
SS
Henchman 4
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.
Coastline Card 5:
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.
Coastline Card 6:
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.
Coastline Card 7:
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.
Coastline Card 8:
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.
Coastline Card 9:
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.
Coastline Card 10:
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.

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
Great Stone Bridge Card 1:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Great Stone Bridge Card 2:
Shrouded Queen
SS
Villain 5
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.
Great Stone Bridge Card 3:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Great Stone Bridge Card 4:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Great Stone Bridge Card 5:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 6:
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.
Great Stone Bridge Card 7:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Great Stone Bridge Card 8:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Great Stone Bridge Card 9:
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.
Great Stone Bridge Card 10:
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Norgorber o’clock
Moving to Scar Bay
Exploring Scar Bay 1: Vrykolakas

Vrykolakas:
SS
Henchman 5
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.

Revealing Seeking Trident +1, aquatic, banishing Black Spot to recovery, discarding Blessing of Pharasma. Amli displays 2 blessings
Combat 20-6=14: 3d8 + 3 + 1d6 + 1 + 1d8 + 2 ⇒ (5, 7, 4) + 3 + (4) + 1 + (4) + 2 = 30
Poison damage: 1d4 ⇒ 3
Discarding Cat, Wall of Fire, Seeking Trident +1 for 3 Poison damage. Vrykolakas is banished.
Closing Scar Bay: Discarding Pirate’s Favor
WIS 8: 2d8 ⇒ (5, 4) = 9
Scar Bay is closed. 4 monsters: discarding Surgeon for 4 Combat damage. (No cards left in hand.)

Valendron went to wall off Scar Bay, but a vrykolakas swooped in before he had a chance to act. "Fine. We'll do it the painful way," cursed the sorcerer, impaling the undead with his harpoon. After a massive explosion of poison and bones, the bay was claimed for the pirates.

Ending turn
Recovery:
Arcane 6: 1d10 + 5 ⇒ (6) + 5 = 11
Black Spot is recharged
Resetting hand

Valendron wrote:

Hand: Good Omen (freely banish to recovery for +6 to close/guard/acquire), Pyromaniac Mage, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Ivory Dice, Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier),

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Do not move Valendron to locations with start-of-turn effects. At the end of Valendron's turn, I'll try to move people away.
Ask before using: Blessing of Gozreh; Blessing of Achaekek; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Good Omen; 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) ([X] +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:
Scar Bay 1 is banished.
Scar Bay is closed.
Valendron is at Scar Bay.
Amli displays 2 blessings.


Lvl 6 Divine Warpriest. Deck handler

Display Steal Soul when Val takes out the baddie.

Start turn. Draw back my displayed blessings. Sail to Fishing Village with the crew. Explore card 1: Illusory Wall.
Wis 6+#: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15 Success! Examine top card: Coral Golem. Recharge it into the location.

Discard Moon Maiden to examine next card: Animalbane Dagger +1. Explore it.
Dex 7: 1d4 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7 Acquired! Exren transmogrifies into: Keen Falcata +1

Discard acquired Falcata to immediately explore, card 4: Hull Damage. Ask for Ezren's Coordinated blast
Int 6+#=11: 1d4 + 1d4 + 1d12 + 6 ⇒ (3) + (4) + (4) + 6 = 17 Defeated!

I'll stop here. Reset hand, drawing 2.

Amli wrote:

Hand: Dancing Scimitar +2, Shock Greatsword +2, Blessing of the Oathkeeper, Torag's Power, Celestial Armor, Augury,

Displayed: Steal Soul,
Deck: 13 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): The Teamster, Gorum's Iron, Impossible Bottle, Banudor, Divine Fortune, The Brass Dwarf, Blessing of the Everlight, Buccaneer's Breastplate, Voidglass Armor, Major Cure, Sawtooth Sabre, Golembane Hammer +2, Manual of War
Recharged:
Discard Pile: Lyrune-quah Moon Maiden, Keen Falcata +1,
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

During Amli's turn cast Coordinated Blast. Examine the top card of my deck: Fly. Draw it.

Ezran attempts to recover all cards in their Recovery pile.
Coordinated Blast: Arcane 12: 1d4 + 6 ⇒ (1) + 6 = 7 -> Coordinated Blast discarded.

Blessing of Milani in effect.

Pass Samisen of Oracular Vision to Amli.

Cast Scrying on Shrine to Norgorber naming Monster. Card 1 Blessing of Norgorber, Card 2 Spellsword +2, Card 3 Vrykolakas. Shuffle location and recharge Vrykolakas. Examine the top card of my deck: Pyromaniac Mage. Cast Channel the Gift searching my deck for Ice and Fire. Examine the top card of my deck: Fire Snake. Draw it.

Move ship and Amli to Shrine to Norgorber.

random from the top: 1d9 ⇒ 3

Shrine to Norgorber Card 4: 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.

diplomacy 7: 1d8 + 1 ⇒ (1) + 1 = 2

Discard Sand Elemental to explore.

random from the top: 1d8 ⇒ 7

Shrine to Norgorber Card 9: Sandbar:

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

BYA everyone in group 1 moves here. Valendron discards Blessing of Abadar.

knowledge 11 double blessed by Abadar: 3d12 + 5 ⇒ (6, 7, 4) + 5 = 22

Cast Fly examining Fishing Village card 5 Barracuda Aiger and Shrine to Norgorber card ...

random from the top: 1d7 ⇒ 5

Card 7 Pirate Captain. Move us all to Fishing Village. Examine the top card of my deck: Pyromaniac Mage.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Scrying: Arcane 16: 1d4 + 6 ⇒ (4) + 6 = 10 -> Scrying discarded.
Channel the Gift: Arcane 14: 1d4 + 6 ⇒ (1) + 6 = 7 -> Channel the Gift discarded.
Fly: Arcane 10: 1d4 + 6 ⇒ (1) + 6 = 7 -> Fly discarded.

Ezran resets their hand.

Ezran wrote:

Hand: Ice and Fire, Pyromaniac Mage, Fire Snake, Ice Chemist, Walking Stick, Volcanic Storm (Core), Ring of Protection (Core), Wand of Treasure Finding, Locate Object, Magnetic Grimoire,

Displayed:
Deck: 5 Discard: 5 Buried: 0
"Current Location: Fishing Village
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.

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.

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.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Letter of Marque, Sphere of Fire, Pyrotechnic Blast, Frost Ray (Core)
Recharged:
Discard Pile: Coordinated Blast, Sand Elemental, Scrying, Channel the Gift, Fly,
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.

Shrine to Norgorber cards 4 and 9 banished. Card 3 recharged.

Examined the top card of Fishing Village: Barracuda Aiger and Shrine to Norgorber: Pirate Captain.

Amli handed Samisen of Oracular Vision.

Valendron discards Blessing of Abadar.


Deck Handler

Hour is Blessing of Hshurha

Move to Fishing Village

Use Angelstep on Ezren to heal him 1d4+1 cards

Encounter Fishing Village Card 5: Barracuda Aiger. Pause for discussion.


Deck Handler

heal for: 1d4 + 1 ⇒ (3) + 1 = 4

Thanks!


Deck Handler

Resuming Turn

Banishing Barracuda Aiger. Discard Archaeopteryx to explore again. Encounter Card 6: Token of Remembrance.

WIS 5: 1d8 + 3 ⇒ (2) + 3 = 5 Ezren transmogrifies into Emerald of Dexterity. I think that causes me to miss timing on the location effect.

Discard Moose to explore again. Encounter Card 7: Kapre. I don't want to evade it. BA doesn't matter since I don't have Attack Spells or Weapons. For the combat, Rechage Sedja for +Survival+2+3

Combat 20: 1d6 + 1d8 + 14 ⇒ (2) + (8) + 14 = 24 Defeated! Draw it to hand

Recharge Blessing of Ketephys to explore again. Encounter Card 8: Incutilis, the Villain! No one at a different location to guard. Summon and encounter Random Monster 1: Will-o'-Wisp, difficulty is increased by 10. Banish Cloud Puff to ignore the BA on the Will-o'-Wisp. For the combat, recharge Kapre for +Survival+2+5. Discard The Wanderer to bless twice.

Combat 24: 3d6 + 1d8 + 14 ⇒ (4, 1, 2) + (1) + 14 = 22 Uh oh... Use my product reroll on the d8

Combat 24: 1d8 + 21 ⇒ (7) + 21 = 28 That's better! Villain is defeated and escapes

Recovery checks:
Angelstep Survival 9: 1d8 + 6 ⇒ (3) + 6 = 9
Cloudpuff Survival 5: 1d8 + 6 ⇒ (2) + 6 = 8

Voluntarily discard Emerald of Dexterity

"

Zova wrote:

Hand: Vampire Squid, Blessing of the Green Faith, Aspect of the Hawk, Seaborne Trident +1, Droogami, Aspect of the Frog, Blessing of Kelizandri, Aspect of the Tiger, Thylacine,

Displayed: Sable Company Hide, Aspect of the Bull,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

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

Kelizandri: Discard to bless. Bless twice vs Aquatic

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Riding Allosaurus, Emerald of Dexterity, Amulet of Furious Fists, Aspect of the Monkey
Recharged: Sedja, Blessing of Ketephys, Kapre, Angelstep, Cloud Puff,
Discard Pile: Archaeopteryx, Moose, The Wanderer,
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)([X]+2). If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal Trait.
You may discard a card to move after your exploration ([X] or to evade your encounter)([ ] or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile)
[ ] When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
[X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal Trait. ([ ] At the end of your turn, you may draw all monsters from your discard pile.)

"

Display Aspect of the Tiger


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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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: 5, 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:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

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

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

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

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

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

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

Spoiler:
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.

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:
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:
Navigator Musket +1
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

Spoiler:
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:
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:
Raise Dead
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

Blessing of Achaekek:
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.

Hours Remaining: 25

Hourglass

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

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

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.

Location #1: Fishing Village
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, Group 1

Location #2: Scar Bay
Closed
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 1

Scar Bay Card 1:
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_

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: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Blessing of Norgorber, Vrykolakas, Spellsword +2, Pirate Captain, Incutilis
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
Vrykolakas
SS
Henchman 5
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 6:
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 7:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Incutilis
SS
Villain 5
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.

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
Tower Card 1:
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.
Tower 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.
Tower Card 3:
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.
Tower Card 4:
Blink Spider
SS
Henchman 4
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.
Tower Card 5:
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.
Tower Card 6:
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.
Tower Card 7:
Heartbreak Hinsin
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 8:
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.
Tower Card 9:
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.
Tower Card 10:
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.

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
Coastline Card 1:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Coastline Card 2:
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.
Coastline Card 3:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Coastline Card 4:
Blink Spider
SS
Henchman 4
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.
Coastline Card 5:
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.
Coastline Card 6:
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.
Coastline Card 7:
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.
Coastline Card 8:
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.
Coastline Card 9:
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.
Coastline Card 10:
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.

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
Great Stone Bridge Card 1:
Falcata +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Great Stone Bridge Card 2:
Shrouded Queen
SS
Villain 5
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.
Great Stone Bridge Card 3:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Great Stone Bridge Card 4:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Great Stone Bridge Card 5:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 6:
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.
Great Stone Bridge Card 7:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Great Stone Bridge Card 8:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Great Stone Bridge Card 9:
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.
Great Stone Bridge Card 10:
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Achaekek o'clock
Moving to Great Stone Bridge
Exploring Great Stone Bridge 1: Falcata +1

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

Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
Valendron crossed the bridge into the shadow realm. A single blade ominously lay on the stones.

Recharging Blessing of Achaekek matching hour to explore Great Stone Bridge 2: Shrouded Queen

Shrouded Queen:
SS
Villain 5
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.

Valendron cannot make a CON/Fortitude 12 check
Recharged cards: 1d4 ⇒ 1
Recharging Good Omen. Shrouded Queen is evaded and shuffled back into Great Stone Bridge. Summoning Abyssal Scavenger

Abyssal Scavenger:
Monster Henchman 5

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.


Acid damage: 1d4 ⇒ 1
Displaying Mist Horn at Great Stone Bridge to prevent 1 Acid damage
Discarding Blessing of Gozreh as an Attack Electricity Magic spell, recharging Pyromaniac Mage
Combat 19: 1d10 + 5 + 1d6 + 3 + 1d6 + 1 ⇒ (6) + 5 + (3) + 3 + (3) + 1 = 21
Abyssal Scavenger is banished

"You... do... not... belong... here..." A husky voice echoed in the shadows, sending a shiver through the elf. The sorcerer retreated into the shadows, listening warily for the voice. A demonic figure began to take shape in the mist, but Valendron illuminated it in fire, and a bolt from the sorcerer struck the silhouette.

Ending turn. Resetting hand
(At the start of Amli's turn)
Shuffled Great Stone Bridge: 1d9 + 1 ⇒ (2) + 1 = 3
Shuffled Great Stone Bridge: 1d9 + 1 ⇒ (1) + 1 = 2
Shuffled Great Stone Bridge: 1d7 + 3 ⇒ (5) + 3 = 8
Banishing Scrying to recovery for monsters to examine Great Stone Bridge 3: Astrolabe, Great Stone Bridge 2: Shrouded Queen, Great Stone Bridge 8: Blood Hag

Shrouded Queen:
SS
Villain 5
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.

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

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 you 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.

Shuffling Astrolabe back into Great Stone Bridge. Reloading Blood Hag, Shrouded Queen into Great Stone Bridge
Valendron scryed in the shadows. The Shrouded Queen loomed large, but the flames stirred something else, giving the sorcerer an idea...

Valendron wrote:

Hand: Blessing of Abadar B (discard to bless/doublebless if to defeat barrier), Life Leech, Wand of Treasure Finding, Ivory Dice, Vindictive Harpoon, Scrying, Swipe (banish to recovery for -3 to combat difficulty),

Displayed: Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 5 Discard: 8 Buried: 0
Notes: Mist Horn is at Great Stone Bridge
Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Mist Horn; Swipe

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) ([X] +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:
Great Stone Bridge 1 is banished.
Great Stone Bridge is shuffled with Great Stone Bridge 8, 2 (Blood Hag, Shrouded Queen) on top. (Also contains Astrolabe.)
Mist Horn is displayed at Great Stone Bridge.
Valendron is at Great Stone Bridge.


Lvl 6 Divine Warpriest. Deck handler

Off turn, receive Samisen of Oracular Vision from Ezren. Move around several times as indicated, ending up at Fishing Village.

Start turn, hour is Kelizandri. Move to Great Stone Bridge. Explore Blood Hag. BYA, Steal Soul.
Divine 8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 Success
For combat, Reveal and recharge dancing scimitar.
Combat 15: 1d8 + 4 + 1d6 + 2 + 1d6 + 2 + 1d4 ⇒ (7) + 4 + (1) + 2 + (5) + 2 + (2) = 23 Success!

Cast Augury for monsters. Top is known to be card 2: Shrouded Queen. Randomize the rest from the top
Second card (3-7, 9-10): 1d7 ⇒ 4: 6 - Becalmed
Third card (3-5, 7, 9-10): 1d6 ⇒ 6: 10 - Giffer Tibbs
Bottomdeck the Queen, shuffle the rest.

Recharge Samisen to examine top of Tower: Shark Skin Armor, Coastline: Ambush, and Great Stone Bridge...
New top (3-7, 9-10): 1d7 ⇒ 2: 4 - Shark-Eating Crab

Discard Torag's power to explore, first soft heal: Keen Falcata +1. Reveal Shock Greatsword. Rechage Oathkeeper to double bless, first soft healing 1: Lyrune-quah Moon Maiden.
Combat 18: 3d8 + 4 + 2d6 + 2 + 1d4 ⇒ (6, 3, 8) + 4 + (4, 5) + 2 + (1) = 33 Forced reroll
Combat 18: 3d8 + 4 + 2d6 + 2 + 1d4 ⇒ (1, 7, 1) + 4 + (3, 2) + 2 + (4) = 24 Success!

Amli ends their turn.

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

Amli resets their hand, drawing 4.

Amli wrote:

Hand: Shock Greatsword +2, Celestial Armor, Manual of War, Divine Fortune, The Brass Dwarf, Sawtooth Sabre,

Displayed: Steal Soul,
Deck: 15 Discard: 1 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): Golembane Hammer +2, The Teamster, Buccaneer's Breastplate, Blessing of the Everlight, Voidglass Armor, Impossible Bottle, Major Cure, Gorum's Iron, Banudor
Recharged: Dancing Scimitar +2, Samisen of Oracular Vision, Keen Falcata +1, Lyrune-quah Moon Maiden, Blessing of the Oathkeeper, Augury,
Discard Pile: Torag's Power,
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 Cayden Cailean in effect.

Move to Tower.

Cast Locate Object. Card 1 Shark Skin Armor. Encounter it. Examine the top card of my deck: Sphere of Fire Draw it.

Tower Card 1: 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.

constitution 7 revealing Ice Chemist/Magnetic Grimoire: 1d6 + 1d4 ⇒ (5) + (4) = 9

Transmorgrify into random armor #1 Reflecting Buckler. Send Wand of Treasure Finding to recovery to examine cards. Card 2 Storm, Card 3 Giant Rock Crab, Card 4 Blink Spider, Card 5 Becalmed, Card 6 Speed, Card 7 Heartbreak Hinsin, Card 8 Cyclops, Card 9 Potion of Flying. Shuffle the location and place Potion of Flying on top. Take my first explore.

Tower Card 9: 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.

intelligence 10 revealing Ice Chemist/Magnetic Grimoire: 1d12 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12

Transmogrify into random item #1 Wizard's Hook Acquired a card with the magic trait so take a free explore.

random from the top: 1d8 ⇒ 7

Tower Card 8: 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.

BYA examine the top card of my deck: Channel the Gift. Recharge it.

combat 22 casting Ice and Fire cold version, revealing Ice Chemist for 1d4, Magnetic Grimoire for 1d4, and Wizard's Hook for 1d6: 1d12 + 2d8 + 1d4 + 1d4 + 1d6 + 9 ⇒ (3) + (5, 1) + (2) + (3) + (3) + 9 = 26

Examine the top card of my deck: Frost Ray (Core). Draw it. Discard Pyromaniac Mage to explore.

random from the top: 1d7 ⇒ 6

Tower Card 10: 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.

Banished. End of turn recharge Walking Stick to move to Great Stone Bridge.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Locate Object: Arcane 8: 1d12 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13 -> Locate Object recharged.
Wand of Treasure Finding: Arcane 8: 1d12 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13 -> Wand of Treasure Finding recharged.
Ice and Fire: Arcane 12: 1d12 + 1d4 + 6 ⇒ (7) + (1) + 6 = 14 -> Ice and Fire recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Fire Snake, Fly, Volcanic Storm (Core), Frost Ray (Core), Sphere of Fire, Reflecting Buckler, Ring of Protection (Core), Magnetic Grimoire, Wizard's Hook, Ice Chemist,

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Great Stone Bridge
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.

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Coordinated Blast, Scrying, Cleric of Nethys, Letter of Marque, Pyrotechnic Blast
Recharged: Channel the Gift, Walking Stick, Locate Object, Wand of Treasure Finding, Ice and Fire,
Discard Pile: Sand Elemental, Pyromaniac Mage,
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.

Tower cards 1, 8, 9, and 10 banished. Location is shuffled.

Acquired random armor #1 Reflecting Buckler and random item #1 Wizard's Hook.

Ezren is at Great Stone Bridge.


Deck Handler

Hour is Blessing of Kelizandri

Zova follows the rest of the crew into the shadows, perching on the Tower to try to get a vantage point.

Random Tower Card: 1d6 + 1 ⇒ (3) + 1 = 4

But she gets herself ensnared in the web of a Card 4: Blink Spider!

BA Acrobatics 10: 2d8 + 3 ⇒ (5, 6) + 3 = 14

Zova shakes herself loose and soars upwards, readying a divebomb! For the combat, display Aspect of the Hawk for Survival+1d6+AD.

Combat 17: 2d8 + 1d6 + 11 ⇒ (1, 3) + (1) + 11 = 16 Pausing to ask a rules question. I can't remember if I can do something


Deck Handler

Got confirmation that I can use Aspect of the Tiger to reroll the d8 that shows a 1

Combat 17: 1d8 + 15 ⇒ (8) + 15 = 23 Defeated! Draw it to hand. Reveal Vampire Squid to heal a card, then recharge it

Attempt to close Stealth 7: 2d8 + 3 ⇒ (3, 6) + 3 = 12

Zova swoops down, beak and talons bared and shatters the arachnid's exoskeleton, sending it tumbling off the tower into the depths.

Auto recharge Aspect of the Hawk

"

Zova wrote:

Hand: Blink Spider, Blessing of the Green Faith, Angelstep, Seaborne Trident +1, Droogami, Aspect of the Frog, Blessing of Kelizandri, Aspect of the Monkey, Thylacine,

Displayed: Sable Company Hide, Aspect of the Bull, Aspect of the Tiger,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

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

Kelizandri: Discard to bless. Bless twice vs Aquatic

Angelstep: Banish to heal 1d4+1 cards

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Furious Fists, Blessing of Ketephys, Moose, Kapre, Sedja, Cloud Puff, Riding Allosaurus
Recharged: Vampire Squid, Aspect of the Hawk,
Discard Pile: Archaeopteryx, The Wanderer, Emerald of Dexterity,
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)([X]+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: 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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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: 9, 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:
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:
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:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Spoiler:
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:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

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

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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.

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

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

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

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

Items
Spoiler:
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.

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:
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.

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

Spoiler:
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:
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:
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:
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.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of 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 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
Blessing of 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 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 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.

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

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.

Location #1: Fishing Village
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 1

Location #2: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Blessing of Norgorber, Vrykolakas, Spellsword +2, Pirate Captain, Incutilis

Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
Vrykolakas
SS
Henchman 5
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 6:
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 7:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Incutilis
SS
Villain 5
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.

Location #4: Tower
Closed
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.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zova/AAUGHWHY, 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

Coastline Card 1 (Ambush):
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.
Coastline Card 2:
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.
Coastline Card 3:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Coastline Card 4:
Blink Spider
SS
Henchman 4
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.
Coastline Card 5:
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.
Coastline Card 6:
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.
Coastline Card 7:
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.
Coastline Card 8:
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.
Coastline Card 9:
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.
Coastline Card 10:
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.

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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Group 2, Becalmed, Giffer Tibbs, Astrolabe
Great Stone Bridge Card 1:
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.
Great Stone Bridge Card 2:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 3:
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.
Great Stone Bridge Card 4:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Great Stone Bridge Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Great Stone Bridge Card 6:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Great Stone Bridge Card 7 (Shrouded Queen):
Shrouded Queen
SS
Villain 5
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli's turn)
Recovery: Amli forges
Arcane 12: 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Scrying is recharged

(Valendron's turn)
Hourglass: Kelizandri o'clock
Banishing Mist Horn to recovery
Sailing to Coastline, taking Amli and Ezren
Banishing Wand of Treasure Finding to recovery to examine Coastline 1: Ambush, Coastline 2: Resist Energy, Coastline 3: Trident +2

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.

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.

Trident +2:

SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Shuffling Ambush, Resist Energy back into Coastline. Reloading Trident +2 back into Coastline
When the mist faded, the Truewind was gone. The reaver reappeared farther up the shadow coastline, looking for ways to bolster their ambush of the Shrouded Queen.

Exploring Coastline 3: Trident +2

Trident +2:
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Valendron cannot make a STR/Melee 10 check. Trident +2 is banished
Valendron did not trust the shadowy trident.

Shuffled Coastline: 1d10 ⇒ 5
Discarding Blessing of Abadar to explore Coastline 5: Pteranodon

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.

Valendron cannot make a WIS/Survival 11 check. Pteranodon is banished
He gave the flying beasts a leery eye as well.

Ending turn. Recovery:
Arcane 10: 1d10 + 5 ⇒ (5) + 5 = 10
Mist Horn is recharged
Arcane 8: 1d10 + 5 ⇒ (5) + 5 = 10
Wand of Treasure Finding is recharged.
Resetting hand

Valendron wrote:

Hand: Giantbane Dagger +1, Life Leech, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Ivory Dice, Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Swipe (banish to recovery for -3 to combat difficulty),

Displayed:
Deck: 5 Discard: 9 Buried: 0
Notes: Move Valendron as necessary.
Ask before using: Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Swipe; 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) ([X] +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:
Coastline 3, 5 is banished.
Coastline is shuffled (contains Ambush, Resist Energy).
Valendron is at Coastline.
Amli is at Coastline.
Ezren is at Coastline.


Lvl 6 Divine Warpriest. Deck handler

Start turn. Hour is Besmara. Display Divine Fortune. Explore.
Shuffled location (1-2, 4, 6-10): 1d8 ⇒ 2: Card 2-Resist Energy
Divine 10: 1d10 + 4 + 1d4 + 1d6 + 2 ⇒ (4) + 4 + (1) + (2) + 2 = 13 Acquired

Discard The Brass Dwarf to explore.
Shuffled location (1, 4, 6-10): 1d7 ⇒ 5: Card 8-Port Peril Corsair
BYA Force Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Nice
Reveal and discard Shock Greatsword. DF+SS.
Combat 13+##=23: 1d8 + 4 + 2d6 + 2 + 1d8 + 1d6 + 1d4 ⇒ (3) + 4 + (5, 2) + 2 + (7) + (3) + (1) = 27 Success!

End turn. Reset hand, drawing 2.

Amli wrote:

Hand: Sawtooth Saber, Resist Energy, Celestial Armor, Manual of War, Gorum's Iron, Blessing of the Everlight,

Displayed: Steal Soul, Divine Fortune,
Deck: 13 Discard: 3 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 Teamster, Impossible Bottle, Major Cure, Golembane Hammer +2, Banudor, Voidglass Armor, Buccaneer's Breastplate
Recharged: Dancing Scimitar +2, Samisen of Oracular Vision, Keen Falcata +1, Lyrune-quah Moon Maiden, Blessing of the Oathkeeper, Augury,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +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.

Coastline 2 acquired, 8 banished, location still shuffled.


Deck Handler

Blessing of Asmodeus in effect.

Pass Ring of Protection (Core) to Valendron.

random from the top: 1d6 ⇒ 5

Coastline Card 9: 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.

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

combat 17 casting Frost Ray (Core), revealing both Ice Chemist and Magnetic Grimoire for 1d4 each, aided by Divine Fortune: 1d12 + 3d6 + 1d4 + 1d4 + 1d6 + 6 ⇒ (11) + (5, 4, 3) + (4) + (2) + (3) + 6 = 38

Cast Fly to examine the top card of Shrine to Norgorber: Sea Drake and Coastline...

random from the top: 1d5 ⇒ 4

... card 7 Reflecting Buckler. A local character may move. Examine the top card of my deck: Coordinated Blast. Draw it.

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 1d4 + 1d6 + 6 ⇒ (9) + (1) + (4) + (4) + 6 = 24 -> Frost Ray (Core) recharged.
Fly: Arcane 10: 1d12 + 1d4 + 1d6 + 6 ⇒ (5) + (3) + (1) + 6 = 15 -> Fly recharged .

Ezran resets their hand.

Ezran wrote:

Hand: Fire Snake, Coordinated Blast, Volcanic Storm (Core), Sphere of Fire, Reflecting Buckler, Magnetic Grimoire, Wizard's Hook, Ice Chemist, Pyrotechnic Blast, Letter of Marque,

Displayed:
Deck: 9 Discard: 2 Buried: 0
"Current Location: Coastline
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.

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.

Coordinated Blast: On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill. (1d12 +6)
Movement: Move me to the NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Scrying
Recharged: Channel the Gift, Walking Stick, Locate Object, Wand of Treasure Finding, Ice and Fire, Frost Ray (Core), Fly,
Discard Pile: Sand Elemental, Pyromaniac Mage,
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.

Coastline card 9 is banished. Card 7 is examined and on top.

Shrine to Norgorber card 1 is examined.

Valendron was handed Ring of Protection (Core).


Deck Handler

Hour is Blessing of Asmodeus

Zova moves to meet up with the rest of the crew, but with all the shadows and darkness, it's too risky to fly. She takes the long way on foot via the Great Stone Bridge; at least she can feel her way down this way.

On her way, she runs into Card 1: Giffer Tibbs who seemingly had the same idea. Display Aspect of the Monkey to add 1d6 to DEX and CHA checks

CHA 6: 3d6 ⇒ (1, 1, 4) = 6 Acquired

Turns out they're going the same way! Giffer points out something glinting in the distance and the duo follow the shine of the Coastline Card 7: Reflecting Buckler down to the Coastline. Discard Droogami to move to Coastline and explore. Display Aspect of the Frog for +1d6 to CON checks. Recharge Blink Spider for +Survival+2

Fortitude 10: 2d8 + 1d6 + 9 ⇒ (3, 6) + (6) + 9 = 24 Acquired

Discarding Giffer Tibbs to explore again. Random Card: 1d10 ⇒ 5
Discarding Giffer Tibbs to explore again. Random Card: 1d10 ⇒ 8
Discarding Giffer Tibbs to explore again. Random Card: 1d10 ⇒ 4

Zova and Giffer finally arrive at the buckler and rush forward to pick it up but end up getting stuck in some sort of webbing. Uh oh... Explore Card 4: Blink Spider

BA Acrobatics 10: 1d8 + 1d6 + 3 ⇒ (4) + (3) + 3 = 10

Zova shakes her trident loose and readies it for the spider she knows is coming. For the combat, Reveal Seaborne Trident for STR+1d8+1. Recharge Thylacine for +Survival+2

Combat 17: 1d6 + 2d8 + 12 ⇒ (6) + (8, 3) + 12 = 29 Defeated. Draw it to hand.

Attempt to close: WIS 6, reveal Trident: 1d6 + 1d4 + 3 ⇒ (6) + (2) + 3 = 11 Closed!

Zova takes out the spider, but decides to lead the crew away from the area anyway, just in case.

Banish Angelstep to heal Valendron 1d4+1

During recovery, auto-recharge Aspects of the Monkey and Frog
Recover Angestep Survival 9, revealing Trident: 1d8 + 1d4 + 6 ⇒ (7) + (4) + 6 = 17

"

Zova wrote:

[b]Hand: Reflecting Buckler, Blessing of the Green Faith, Kapre, Seaborne Trident +1, Blink Spider 2, Blessing of Kelizandri, Moose, Riding Allosaurus, Amulet of Furious Fists,

Displayed: Sable Company Hide, Aspect of the Bull, Aspect of the Tiger,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

Kelizandri: Discard to bless. Bless twice vs Aquatic

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sedja, Cloud Puff, Blessing of Ketephys
Recharged: Vampire Squid, Aspect of the Hawk, Blink Spider, Thylacine, Aspect of the Monkey, Aspect of the Frog, Angelstep,
Discard Pile: Archaeopteryx, Droogami, The Wanderer, Emerald of Dexterity, Giffer Tibbs,
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)([X]+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: 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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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: 13, 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:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Items
Spoiler:
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:
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:
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:
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.

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

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

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

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

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

Current Hour:

Blessing of 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: 17

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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 7 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Valendron/EmpTyger:
Spoiler:
Hourglass Card 8 Valendron/EmpTyger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of 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 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of 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 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 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.

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

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.

Location #1: Fishing Village
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 1

Location #2: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Blessing of Norgorber, Vrykolakas, Spellsword +2, Pirate Captain, Incutilis

Shrine to Norgorber Card 1 (Sea Drake):
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
Vrykolakas
SS
Henchman 5
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Norgorber Card 6:
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 7:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Incutilis
SS
Villain 5
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.

Location #4: Tower
Closed
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.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 2

Location #5: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Zova/AAUGHWHY, 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2, Becalmed, Giffer Tibbs, Astrolabe

Great Stone Bridge Card 1:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 2:
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.
Great Stone Bridge Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Great Stone Bridge Card 4:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Great Stone Bridge Card 5:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Great Stone Bridge Card 6 (Shrouded Queen):
Shrouded Queen
SS
Villain 5
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Zova's turn)
Angelstep: 1d4 + 1 ⇒ (1) + 1 = 2
Seeking Harpoon +1, Wall of Fire are healed

Healing energies seemed weakened in the shadow realm, but Valendron appreciated Zova's cure nonetheless.

(Valendron's turn)
Hourglass: Erastil o'clock
Sailing to Great Stone Bridge, taking everyone
Exploring Great Stone Bridge 1: Norgorber Cultist

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

Banishing Life Leech to recovery, using Divine Fortune. Zova recharges Riding Allosaurus
Combat 19: 1d10 + 5 + 2d4 + 1d6 + 1d6 ⇒ (1) + 5 + (2, 4) + (3) + (4) = 19
Life Leech: 1d4 + 1 ⇒ (2) + 1 = 3
Blessing of Pharasma, Blessing of Abadar, Pirate's Favor are healed.
Norgorber Cultist is banished

And even weakened, there was fortunately still enough power in healing magic to drain an enemy cultist. "You should not have left your shrine," sneered the sorcerer as the shadows closed about the Norgorberite like jaws of a dinosaur.

Discarding Blessing of Achaekek to explore Great Stone Bridge 2: Rapier +2

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.

Banishing Swipe to recovery. Rapier +2 is acquired and banished. Ezren transmogrifies Rapier +2 into Random non-Basic, non-Elite Weapon 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.

The sorcerer magically summoned the fallen cultist's blade. The shadows twisted it into something more suitable for the elf.

Ending turn.
Recovery: Using Divine Fortune. Amli forges
Arcane 15: 1d10 + 5 + 1d6 + 2 ⇒ (4) + 5 + (1) + 2 = 12
Life Leech is discarded. Using Divine Fortune. Amli forges
Arcane 10: 1d10 + 5 + 1d6 + 2 ⇒ (1) + 5 + (3) + 2 = 11
Swipe is recharged.
Resetting hand.

Valendron wrote:

Hand: Giantbane Dagger +1, Ring of Protection, Humanbane Crossbow +2, Ivory Dice, Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Wall of Fire,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Notes: Move Valendron as necessary.
Ask before using:
Can use without asking: 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) ([X] +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:
Great Stone Bridge 1,2 are banished.
Random Weapon 1 (Humanbane Crossbow +2) is acquired.
Valendron is at Great Stone Bridge.
Amli is at Great Stone Bridge.
Ezren is at Great Stone Bridge.
Zova is at Great Stone Bridge.
Zova recharges Riding Allosaurus.


Lvl 6 Divine Warpriest. Deck handler

Start turn. hour is BotG. Send Divine Fortune to Recovery.Sail to Shrine. Explore card 1: Sea Drake.
BYA Dex 6: 1d4 + 1d4 ⇒ (2) + (3) = 5 Failed
Elec damage: 1d4 ⇒ 3 Cast Resist Energy

For combat, Reveal saber and display Manual of war to gain Str +3.
Combat 14: 1d8 + 3 + 2 + 1d6 + 2 + 1d4 ⇒ (3) + 3 + 2 + (1) + 2 + (2) = 13Shirt reroll the d6
Combat 14: 3 + 3 + 2 + 1d6 + 2 + 2 ⇒ 3 + 3 + 2 + (2) + 2 + 2 = 14Success!

Discard Gorum's Iron to explore card 2: Flaming Longbow +2. Not gonna happen, even with forge power.

Discard Everlight to explore card 3: Vrykolakas. Reveal and discard Saber, manual and steal soul are still up.
Combat 20: 1d8 + 5 + 1d6 + 2 + 1d8 + 5 + 1d4 ⇒ (6) + 5 + (1) + 2 + (2) + 5 + (2) = 23 Success!
Poison damage: 1d4 ⇒ 3: Discard armor.
Can't attempt to close

Amli ends their turn.

Amli attempts to recover all cards in their Recovery pile.
Divine Fortune: Divine 13: 1d10 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (3) = 12 -> Divine Fortune discarded.
Resist Energy: Divine 12: 1d10 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (2) = 12 -> Resist Energy recharged.

Amli resets their hand.

Amli wrote:

Hand: Impossible Bottle, Golembane Hammer +2, Voidglass Armor, Banudor, Major Cure, The Teamster,

Displayed: Steal Soul,
Deck: 8 Discard: 9 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): Buccaneer's Breastplate
Recharged: Dancing Scimitar +2, Samisen of Oracular Vision, Keen Falcata +1, Lyrune-quah Moon Maiden, Blessing of the Oathkeeper, Augury, Resist Energy,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +2, Gorum's Iron, Blessing of the Everlight, Sawtooth Saber, Celestial Armor, Manual of War, Divine Fortune,
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 the Gods in effect.

Move to Tower taking everyone with me.

Bury Letter of Marque to add spells to the location and explore.

# of spells: 1d4 + 1 ⇒ (2) + 1 = 3

Tower Card 1: Random Spell #1 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, revealing Magnetic Grimoire+Ice Chemist: 1d12 + 1d4 + 6 ⇒ (7) + (1) + 6 = 14

Examine the top card of my deck for casting Fire Snake: Scrying. Draw it. Acquired a card with the magic trait so take my free explore.

Tower Card 2: Random Spell #2 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.

Arcane 6 auto acquire. Transmorgrify into random spell #3 Control Weather. Acquired a card with the magic trait so take my free explore.

Tower Card 3: Random Spell #4 Dimension Leap:

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

arcane 10 revealing Magnetic Grimoire+Ice Chemist: 1d12 + 1d4 + 6 ⇒ (2) + (1) + 6 = 9

folio reroll on the d12: 1d12 ⇒ 2

Cast Scrying on Shrine to Norgorber naming monster. Card 4 Giant Spyglass Octopus, Card 5 Blessing of the Gods, Card 6 Blessing of Norgorber. Shuffle location then recharge Giant Spyglass Octopus. Examine the top card of my deck: Cleric of Nethys.

Ezran ends their turn. Discard Sphere of Fire and Wall of Blades.

Ezran attempts to recover all cards in their Recovery pile.
Fire Snake: Arcane 8: 1d12 + 1d4 + 6 ⇒ (12) + (1) + 6 = 19 -> Fire Snake recharged.
Scrying: Arcane 16: 1d12 + 1d4 + 6 ⇒ (1) + (2) + 6 = 9 -> Scrying discarded.

Ezran resets their hand.

Ezran wrote:

Hand: Cleric of Nethys, Coordinated Blast, Volcanic Storm (Core), Channel the Gift, Pyrotechnic Blast, Control Weather, Reflecting Buckler, Magnetic Grimoire, Wizard's Hook, Ice Chemist,

Displayed:
Deck: 7 Discard: 5 Buried: 1
"Current Location: Tower
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.

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.

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.

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Walking Stick, Locate Object, Wand of Treasure Finding, Ice and Fire, Frost Ray (Core), Fly, Fire Snake,
Discard Pile: Sand Elemental, Pyromaniac Mage, Scrying, Sphere of Fire, Wall of Blades,
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 ([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.

Acquired random spells #1 Wall of Blades and #3 Control Weather.

Shrine to Norgorber shuffled then card 4 Giant Spyglass Octopus recharged.


Deck Handler

On Valendron's turn, Recharge Riding Allosaurus

On Ezren's turn, he wouldn't have been able to cast Scrying on the Shrine since it's in the other group. I was going to move there; I'll just explore them in the order they were in

Hour is Blessing of the Gods

Zova takes off from the deck and flies blindly through the shadows before emerging at the Shrine of Norgorber, sun beaming down upon her. She arrives to utter chaos! a mass of tentacles writhes out of the sea, with the glint of metal giving away the presence Card 4: Giant Spyglass Octopus's first victim. Wait... Is that Amli? Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage. For my BA, recharge Kapre for +Survival+2

STR 12: 2d6 + 1d8 + 11 ⇒ (2, 5) + (5) + 11 = 23

One of the tentacles sets shoots out at Zova, but a swift slash of her talons sends it retreating back into the sea! Now to take care of the head! For the first combat, reveal Seaborne Trident+1 for STR+1d8+1. Recharge Sable Company Hide for +Survival

Combat 18: 2d6 + 2d8 + 10 ⇒ (2, 5) + (7, 3) + 10 = 27 First check passed. For the 2nd check, reveal Amulet for +2d6. Recharge Blink Spider for +Survival+7

Combat 18: 4d6 + 1d8 + 16 ⇒ (6, 3, 5, 2) + (1) + 16 = 33 Defeated. Draw to hand

Zova dives through the octopus, sending it drifting down into the depths. As she soars back to altitude, she can't help but notice how bright the moon is. Discard Moose to explore again. Auto-acquire Card 5: Blessing of the Gods. Not sure if Ezren can transmogrify it since he doesn't exist to me in the other group

Zova alights on the shrine and she can feel the power of Norgorber surrounding her. Something tells her that Father Skinsaw was satisfied with the efficiency with which she dispatched the octopus. She's not really sure how to feel about that... Discard Blessing of the Gods to explore again. Bury Giant Spyglass Octopus to acquire Card 6: Blessing of Norgorber

"

Zova wrote:

Hand: Reflecting Buckler, Blessing of the Green Faith, Blessing of Norgorber, Seaborne Trident +1, Sedja, Blessing of Kelizandri, Cloud Puff, Blessing of Ketephys, Amulet of Furious Fists,

Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 11 Discard: 7 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing of the Green Faith: Recharge to bless another character's check

Kelizandri: Discard to bless. Bless twice vs Aquatic

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Vampire Squid, Aspect of the Hawk, Blink Spider, Thylacine, Aspect of the Monkey, Aspect of the Frog, Angelstep, Riding Allosaurus, Kapre, Sable Company Hide, Blink Spider 2,
Discard Pile: Archaeopteryx, Droogami, The Wanderer, Emerald of Dexterity, Giffer Tibbs, Moose, Blessing of the Gods,
Buried Pile: Giant Spyglass Octopus,

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)([X]+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: 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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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: 17, 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:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

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

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

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

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

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

Spoiler:
Navigator Musket +1
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

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

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

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

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

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

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

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

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

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

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

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

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:
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:
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.

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

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

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash:
Spoiler:
Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 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 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 9 Amli/eddiephlash:
Spoiler:
Hourglass Card 9 Amli/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of 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 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 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.

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

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.

Location #1: Fishing Village
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 1

Location #2: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/eddiephlash, Zova/AAUGHWHY, Spellsword +2, Pirate Captain, Incutilis

Shrine to Norgorber Card 1:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shrine to Norgorber Card 2:
Spellsword +2
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Shrine to Norgorber Card 3:
Incutilis
SS
Villain 5
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.

Location #4: Tower
Closed
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.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, Group 2

Location #5: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2, Becalmed, Giffer Tibbs, Astrolabe

Great Stone Bridge Card 1:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Great Stone Bridge Card 2:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Great Stone Bridge Card 3:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Great Stone Bridge Card 4 (Shrouded Queen):
Shrouded Queen
SS
Villain 5
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Norgorber o’clock
Moving to Shrine of Norgorber
Exploring Shrine of Norgorber 1: Pirate Captain

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.

Recharging Ivory Dice
Revealing Humanbane Crossbow +2, discarding Giantbane Dagger +1. (Amli displays any remaining armor/blessings, not included in roll)
Combat 12+5=17: 1d8 + 3 + 1d10 + 2 + 1d8 + 1d4 + 1 ⇒ (3) + 3 + (1) + 2 + (1) + (2) + 1 = 13
Recharging Ring of Protection to prevent 3 Combat damage. Discarding Humanbane Crossbow +2 for 1 Combat damage (unless Amli had at least 1 armor/blessing left in hand)
Kraken prevents 2 Structural damage
Pirate Captain is shuffled back into Shrine to Norgorber

Valendron reemerged from the shadow realm and swiftly fired the magic crossbow at a Norgorberite captain. But the pirate laughed evilly. "You're in the real world now, laddie. No shadow magic here." The elf belatedly swung out with his dagger, but the captain countered his blow with a sharp counterswing that rocked the Kraken.

Ending turn
Recharging Wall of Fire to sail to Scar Bay, taking Amli and Zova
Resetting hand

Valendron tried to ignore the pain. "There's still a magic here." The sorcerer summoned a gust of wind to take the Kraken and the crew out of reach of the Norgorberite defenses.

Valendron wrote:

Hand: Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Pharasma (discard to bless/doublebless if spell is cast), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Good Omen (freely banish to recovery for +6 to close/guard/acquire), Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Wand of Treasure Finding,

Displayed:
Deck: 8 Discard: 8 Buried: 0
Notes:
Ask before using: Pirate's Favor; Blessing of Pharasma; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Good Omen

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) ([X] +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:
Shrine to Norgorber is shuffled.
Valendron is at Scar Bay.
Amli is at Scar Bay.
Zova is at Scar Bay.


Lvl 6 Divine Warpriest. Deck handler

Off turn, take on the Octopus.
Str 12: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13 Failed
Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4 Bury voidglass armor.
Fort 6 to recover voidglass: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 recharged!

I still had 1 blessing in hand for Valendron, so they take 1 fewer damage. Move to Scar bay with the crew.

Start turn.Cast Major cure on myself and Valendron.
Valendron heals: 1d4 + 1 ⇒ (4) + 1 = 5 cards.
Amli heals: 1d4 + 1 ⇒ (2) + 1 = 3 cards:(Divine Fortune, Blessing of the Everlight, Gorum's Iron). Deck shuffled.

Sail back to Shrine. Explore card 2: Spellsword +2. Use Divine. Forge. Steal Soul. Val's Good Omen.
Divine 11: 1d10 + 4 + 2 + 1d4 + 1d6 + 5 ⇒ (3) + 4 + 2 + (1) + (1) + 5 = 16 Acquired!
Transmog it into: Rapier +2. Not better, not worse.

Amli ends their turn.

Amli attempts to recover all cards in their Recovery pile.
Major Cure: Divine 10: 1d10 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (4) = 13 -> Major Cure recharged.

Amli resets their hand, discarding Rapier and drawing 2.

Amli wrote:

Hand: Golembane Hammer +2, Banudor, Impossible Bottle, The Teamster, Voidglass Armor, Samisen of Oracular Vision,

Displayed: Steal Soul,
Deck: 11 Discard: 7 Buried: 0
Hero Points: 1
Shirt reroll used.
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, Gorum's Iron, Resist Energy, Dancing Scimitar +2, Blessing of the Oathkeeper, Keen Falcata +1, Divine Fortune, Blessing of the Everlight, Augury, Buccaneer's Breastplate
Recharged: Major Cure,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +2, Sawtooth Saber, Celestial Armor, Manual of War, Rapier +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.


Lvl 6 Divine Warpriest. Deck handler

I could have buried my Impossible Bottle to avenge the Pirate Captain. Bya Recharge Teamster. For combat, reveal and reload Banudor.
Combat 12+#=17: 1d8 + 4 + 2d8 + 1d4 ⇒ (3) + 4 + (7, 6) + (2) = 22 Success!
Banudor ignores aya effect

Rest of my turn proceeds as was. Newly updated hand:

Amli wrote:

Hand: Golembane Hammer +2, Banudor, Voidglass Armor, Samisen of Oracular Vision, Blessing of the Oathkeeper, Buccaneer's Breastplate,

Displayed: Steal Soul,
Deck: 10 Discard: 7 Buried: 1
Hero Points: 1
Shirt reroll used.
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, Gorum's Iron, Dancing Scimitar +2, Blessing of the Everlight, Resist Energy, Augury, Keen Falcata +1, Divine Fortune
Recharged: The Teamster, Major Cure,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +2, Sawtooth Saber, Celestial Armor, Manual of War, Rapier +2,
Buried Pile: Impossible Bottle,

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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Amli’s turn)
Major Cure: Blessing of Achaekek, Life Leech, Blessing of Gozreh, Giantbane Dagger +1, Cat are healed.
Recovery:
Arcane 8: 1d10 + 5 ⇒ (3) + 5 = 8
Good Omen is recharged

Amli’s healing spell felt almost as good as watching the dwarf smash the smarmy captain in the face.

Valendron wrote:

Hand: Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Pharasma (discard to bless/doublebless if spell is cast), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Humanbane Crossbow +2,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Pirate's Favor; Blessing of Pharasma; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; 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) ([X] +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

Blessing of Sivanah in effect.

Move to Shrine to Norgorber.

Shrine to Norgorber Card 3: Incutilis:

SS
Villain 5
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.

random monster #1 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.

BYA combat damage: 1d4 + 1 ⇒ (3) + 1 = 4

Reveal Reflecting Buckler to prevent 2. Discard Reflecting Buckler and Coordinated Blast. Zova discards Blessing of Kelizandri .

combat 18 +10 casting Pyrotechnic Blast, revealing Wizard's Hook, double blessed by Blessing of Kelizandri: 3d12 + 2d4 + 1d6 + 6 ⇒ (5, 7, 6) + (2, 1) + (4) + 6 = 31

Zova recharges Blessing of the Green Faith.

combat 18 +10 casting Volcanic Storm (Core), revealing and discarding Wizard's Hook, blessed by Blessing of the Green Faith: 2d12 + 3d6 + 2d6 + 6 ⇒ (10, 8) + (6, 3, 4) + (2, 5) + 6 = 44

Villain escapes to Great Stone Bridge. Cast Control Weather to move to Great Stone Bridge.

random items added to location: 1d6 ⇒ 4

Ezran ends their turn.

Ezran attempts to recover all cards in their Recovery pile.
Pyrotechnic Blast: Arcane 8: 1d12 + 1d4 + 6 ⇒ (7) + (2) + 6 = 15 -> Pyrotechnic Blast recharged.
Volcanic Storm (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13 -> Volcanic Storm (Core) recharged.
Control Weather: Arcane 13: 1d12 + 1d4 + 6 ⇒ (8) + (1) + 6 = 15 -> Control Weather recharged.

Ezran resets their hand.

Ezran wrote:

Hand: Channel the Gift, Magnetic Grimoire, Cleric of Nethys, Ice Chemist, Walking Stick, Locate Object, Wand of Treasure Finding, Ice and Fire, Frost Ray (Core), Fly,

Displayed:
Deck: 4 Discard: 8 Buried: 1
"Current Location: Great Stone Bridge
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.

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.

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.

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Fire Snake, Pyrotechnic Blast, Volcanic Storm (Core), Control Weather,
Discard Pile: Sand Elemental, Pyromaniac Mage, Scrying, Sphere of Fire, Wall of Blades, Reflecting Buckler, Coordinated Blast, Wizard's Hook,
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 ([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.

Incutilis defeated and escapes to Great Stone Bridge.

Zova discards Blessing of Kelizandri and recharges Blessing of the Green Faith.


Lvl 6 Divine Warpriest. Deck handler

Unfortunately, my Major cure is not (yet) a Mass Cure, so I only healed 1 card. Updating deck.

Amli wrote:

Hand: Golembane Hammer +2, Banudor, Voidglass Armor, Samisen of Oracular Vision, Blessing of the Oathkeeper, Buccaneer's Breastplate,

Displayed: Steal Soul,
Deck: 8 Discard: 9 Buried: 1
Hero Points: 1
Shirt reroll used.
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): Keen Falcata +1, Divine Fortune, Augury, Lyrune-quah Moon Maiden, Resist Energy, Dancing Scimitar +2
Recharged: The Teamster, Major Cure,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +2, Sawtooth Saber, Celestial Armor, Manual of War, Rapier +2, Blessing of the Everlight, Gorum's Iron,
Buried Pile: Impossible Bottle,

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

On Ezren's turn, play my blessings.

Also on Ezren's turn, Incutilis was cornered in Group 1, so the hourglass drains to 5 cards

Zova heads back into the shadows and is surprised by the air of calm encompassing the area. Move to Great Stone Bridge and encounter Card 1: Becalmed

Survival 8: 2d8 + 6 ⇒ (8, 5) + 6 = 19

But she doesn't let it distract her from her goal; she has a queen to dethrone.

As Zova soars over the bridge, she spots someone lost in the darkness. She doesn't have time to help guide them out. Discard Blessing of Ketephys to explore again. Encounter Card 2: Barefoot Samms Toppin. Can't make the CHA check

Zova turns her gaze upwards. Even with the preternatural darkness, she can barely make out the stars. Discard Blessing of Norgorber to explore again. Encounter Card 3: Astrolabe.

Survival 7: 1d8 + 6 ⇒ (2) + 6 = 8 Acquired. I'll not transmogrify it to use it on the villain

"

Zova wrote:

Hand: Reflecting Buckler, Vampire Squid, Aspect of the Hawk, Seaborne Trident +1, Sedja, Blink Spider, Cloud Puff, Astrolabe, Amulet of Furious Fists,

Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 9 Discard: 10 Buried: 1
Hero Points: 0
NOTES:
Available Support: Cloud Puff: Banish to allow 1 local character to ignore BA/AA

Astrolabe: Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Thylacine, Aspect of the Monkey, Aspect of the Frog, Angelstep, Riding Allosaurus, Kapre, Sable Company Hide, Blink Spider 2, Blessing of the Green Faith,
Discard Pile: Archaeopteryx, Droogami, The Wanderer, Emerald of Dexterity, Giffer Tibbs, Moose, Blessing of the Gods, Blessing of Kelizandri, Blessing of Ketephys, Blessing of Norgorber,
Buried Pile: Giant Spyglass Octopus,

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)([X]+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: 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.

Ship 1: 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.".

Ship 2: Truewind:

Ship 1
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.

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

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

Spoiler:
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:
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.

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:
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:
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:
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:
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.

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

Spoiler:
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:
Navigator Musket +1
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
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 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 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.

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: 3

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

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

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.

Location #1: Fishing Village
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 1

Location #2: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Group 1

Location #3: Shrine to Norgorber
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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

Location #4: Tower
Closed
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.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Group 2

Location #5: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Zova/AAUGHWHY, Group 2

Great Stone Bridge Card 1 (Shrouded Queen):
Shrouded Queen
SS
Villain 5
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.

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: 1 Bl: 0 ?: 0
Located/Displayed Here: Ship 2 Plunder
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.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Hourglass: Gods o'clock
Sailing to Shrine of Norgorber, taking Amli
Exploring Shrine of Norgorber 1: Besmara's Bones

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.

WIS 8: 1d8 ⇒ 3
Besmara's Bones are banished
Valendron was ready to pillage the devastated shrine. He eagerly smashed the relics, looking for the Norgorberites' treasure.

Recharging Pirate's Favor with Gods hour to explore Shrine of Norgorber 2: Potion of Heroism

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.

Valendron cannot make a INT/Craft 7 check. Potion of Heroism is banished
There was nothing heroic about a pirate's plundering.

Discarding Blessing of Abadar to explore Shrine of Norgorber 3: Onyx of Constitution

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.

Valendron cannot make a CON/Fortitude 7 check. Onyx of Constitution is banished
The sorcerer impatiently shattered a dark black stone.

Discarding Blessing of Pharasma to explore Shrine of Norgorber 4: Ring of the Sea Strider

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.

Ezren banishes Control Weather to recovery. Amli discards Blessing of the Oathkeeper
CON 10: 2d4 + 2d8 ⇒ (2, 4) + (8, 1) = 15
Ring of the Sea Strider is acquired

The reaver uttered an oath, and the storm raged through the shrine, revealing a gleaming blue ring. Valendron triumphantly claimed the prize.

Ending turn. Resetting hand

Valendron wrote:

Hand: Ring of the Sea Strider (reveal for +6 to CON/Fortitude against Aquatic/recharge for +6 to defeat Aquatic monster), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Cat, Wall of Fire, Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Humanbane Crossbow +2,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes:
Ask before using:
Can use without asking:

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) ([X] +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:
Shrine of Norgorber 1-3 are banished.
Shrine of Norgorber 4 is acquired.
Valendron is at Shrine of Norgorber.
Amli is at Shrine of Norgorber.
Amli discards Blessing of the Oathkeeper.
Ezren casts Control Weather.


Lvl 6 Divine Warpriest. Deck handler

Start turn. Give Banudor to Valendron. Move to Great Stone Bridge. Display Voidglass. End turn, mostly to help get more support in hand. Discard Samisen when resetting hand, draw 4.

Amli wrote:

Hand: Golembane Hammer +2, Buccaneer's Breastplate, Lyrune-quah Moon Maiden, Divine Fortune, Augury, Keen Falcata +1,

Displayed: Steal Soul, Voidglass Armor,
Deck: 4 Discard: 11 Buried: 1
Hero Points: 1
Shirt reroll used.
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): Resist Energy, Dancing Scimitar +2
Recharged: The Teamster, Major Cure,
Discard Pile: Torag's Power, The Brass Dwarf, Shock Greatsword +2, Sawtooth Saber, Celestial Armor, Manual of War, Rapier +2, Blessing of the Everlight, Gorum's Iron, Blessing of the Oathkeeper, Samisen of Oracular Vision,
Buried Pile: Impossible Bottle,

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

Control weather would still be in my hand. Putting back the last card drawn Fly. Off turn cast Control Weather. I already rolled recovery on my turn. Blessing of the Gods in effect.

Cast Channel the Gift for Control Weather. Examine the top card of my deck: Fly. Draw it.

Move to Great Stone Bridge.

Amli displays Divine Fortune and Lyrune-quah Moon Maiden.

Great Stone Bridge Card 1 (Shrouded Queen): Shrouded Queen:

SS
Villain 5
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.

Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards.

constitution 12 aided by Divine Fortune, aided by Lyrune-quah Moon Maiden, revealing Ice Chemist + Magnetic Grimoire: 1d6 + 1d6 + 1d6 + 1d4 ⇒ (6) + (5) + (2) + (3) = 16

combat 18 casting Ice and Fire, aided by Divine Fortune, aided by Lyrune-quah Moon Maiden, revealing Ice Chemist, revealing Magnetic Grimoire: 1d12 + 2d8 + 1d6 + 1d6 + 1d4 + 1d4 + 9 ⇒ (6) + (5, 6) + (1) + (2) + (4) + (3) + 9 = 36

combat 18 casting Frost Ray (Core) aided by Divine Fortune, aided by Lyrune-quah Moon Maiden, revealing Ice Chemist, revealing Magnetic Grimoire: 1d12 + 3d6 + 1d6 + 1d6 + 1d4 + 1d4 + 6 ⇒ (6) + (4, 4, 6) + (3) + (4) + (4) + (2) + 6 = 39

Play victory music.


Completed Adventure 0-5: Run Out The Guns

Adventure Reward:
Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 5 from the box.

Adventure Card Guild characters may treat this card as an additional deck upgrade.


Completed Scenario 0-5D: A Crew Divided

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.

Development:
You remember throwing up violently. It was as if your insides wanted to change places with your outsides as quickly as possible. Purging images from your brain will take longer. You can recall hideous spiders ten feet tall, tentacled horrors that knew every thought in your mind, and worst of all... Her. Oh, you can’t even think of Her name. And the experiments—on you, on your crew, even on your ship!

You fear your very existence has been reshaped for some other being’s purpose. Every time you close your eyes, you see lines carved into a pattern. Every time you glance in a looking glass, you expect to see a cryptic mark etched into your forehead. What does it all mean?

Acquired Cards:
Giffer Tibbs (Ally B)
Cut-Throat Grok (Ally 1)

Reflecting Buckler (Armor 5)
Reflecting Buckler (Armor 5)

Blessing of the Gods (Blessing B)
Blessing of Norgorber (Blessing 5)

Astrolabe (Item 1)
Emerald of Dexterity (Item B)
Ring of the Sea Strider (Item 5)
Wizard's Hook (Item 5)

Resist Energy (Spell 4)
Wall of Blades (Spell 5)
Control Weather (Spell 4)
Righteousness (Spell 5)

Rapier +2 (Weapon 4)
Keen Falcata +1 (Weapon 2)
Humanbane Crossbow +2 (Weapon 3)


Adventure 0-6: Hurricane Weather

You’ve made powerful friends while sailing around the Shackles—and apparently, at least one very powerful enemy. Although you ultimately defeated Her, you and your crew still have hazy memories about precisely how that all happened. You remember waking up when it was all over, and the memory of a cryptic symbol carved into your forehead stands out, but everything that happened after the fight started is a blur. Actually, some of the moments before the fight started are also a bit vague.

You can’t even remember who She was… although She clearly wanted to get into your mind… and of course, there were the bugs… the bugs… so many bugs… SHE knew every thought in your head, and SHE searched for a way to seize control of your mind. Terrifying flashbacks often flood your consciousness with images of claws and fins and tentacles and teeth and… maybe it’s best not to dwell on that. The nightmares are even worse. And every morning when you wake up feeling sick, that’s not so great either.

The real question is: Why you? Maybe you’ve done something to draw Her attention. After all, the stories of your heroic exploits have been spreading through taverns all over the Shackles. You’ve got the support of many prominent figures on the Pirate Council, enough that you’re almost ready to become one of them. Maybe SHE thinks you’re a threat. Or perhaps SHE wants to control you. After all, you’re the kind of hero who could eventually challenge the Pirate King himself! Or does She have someone else in mind? For all you know, She might already control the weaker minds on the Pirate Council. That’s a sobering thought.

By rum and thunder, that shouldn’t stop you! She tried, and She failed, and you survived! Whether you want to remember what happened or forget all of it, you’ve got to put an end to your nightmares. They best way to do that is to face your fears: chase down the entity responsible for your torment and sink it once and for all.

But first, you’ll need to rest up for your next epic journey. It wouldn’t hurt to have one more drink, would it? Perhaps one more jug of rum? Maybe it would actually help if you spent a little more time conversing with the councilors who pass through the tavern where you’re staying. And after all, the inn above that tavern has such warm, comfortable feather beds. If you could just get one uninterrupted night of sleep, you’d be ready to set sail with your crew in the morning. A few more hours in bed, and you’ll be right as rain…

Adventure Reward:
Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set with the Wizard Class Deck.


Scenario 0-6A: Get A Clue

You wake up. Your fingers are clawing at your head. Are the bugs still there? You throw off the covers, making sure there are no insects in the sheets. The bugs are gone, and more importantly, SHE is gone. Her creatures are dead, and you survived.

It’s been a month since She took over your ship, but the nightmares are getting worse. As you walk downstairs to the tavern, you look at your mates and see your own nerves and exhaustion reflected from their weary, haggard faces. Maybe it’s the right time to leave the Shackles. Horrors like Her are not the sort of challenge that sane crewmen sign up for.

A bespectacled half-orc interrupts your musings. “The Hurricane King will see you now.” He gestures to a curtained alcove. Behind the curtain sits Kerdak Bonefist, leader of the Pirate Council. He’s sitting beside a woman whose dreadlocked hair looks as though it needs a thorough cleaning.

“Glad to see yer in one piece. I’ve heard about yer travels and yer troubles, and I’ve a mind to find out more. Alise has a story you’ll want ta hear.”

“Grogblud’s the name,” she says. “I was first mate on the Devilish Duchess until the fool cap’n tried to shoot the Gullet of Dagon’s Jaws to escape a spot o’ trouble. He didn’t make it. Before the crew and I abandoned ship, I grabbed the captain’s personal effects. One o’ his notebooks had some ramblings about traitors on the council, so I turned it over to His Majesty here.”

Bonefist leans forward. “In this journal, he’s drawn yer symbol over and over, along with fragments of maps and words about bone relics. I charge ye to find these relics and see if they can tell us the tale of what’s going on in my waters. You and yer crew should set sail with the tide.”

During this Scenario:
Cut the prophecy handout into a number of pieces equal to the number of Cryptic Runes henchmen.

When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout. The prophecy handout doesn't actually have a mechanical effect, but it still sounds fun, so I'll post the fragments in a thread on Discord

When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

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 ally in her deck with the loot Alise Grogblud.

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

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

Villain: Brinebones:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchman: Cryptic Runes:

Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Summoned Henchman: Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.


Scenario 0-5A Plunder: 1d6 ⇒ 1 Weapon


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: Cut the prophecy handout into a number of pieces equal to the number of Cryptic Runes henchmen.

When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout. The prophecy handout doesn't actually have a mechanical effect, but it still sounds fun, so I'll post the fragments in a thread on Discord

When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

Ship 1: 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: Brinebones:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchman: Cryptic Runes:

Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Summoned Henchman: Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 0, 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:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

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

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

Spoiler:
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:
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:
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:
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:
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.

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

Spoiler:
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:
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:
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:
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:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 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:
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:
Wall of Blades
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy 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:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

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

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

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

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

Spoiler:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

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

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

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

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

Current Hour:

:
[/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: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #6: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler

Starting Location: Jungle
Starting Hand Size: 9

"

Zova wrote:

Hand: Aspect of the Frog, Angelstep, Vampire Squid, Amulet of Furious Fists, Archaeopteryx, Thylacine, Blessing of Kelizandri, Shoanti Barbarian Hide, Droogami,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Droogami: On a local combat or Survival check, recharge to add 1d4.

Kelizandri: Discard to bless. Bless twice vs Aquatic

Angelstep: Banish to heal local character 1d4+1 cards

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Monkey, Aspect of the Tiger, Blessing of Ketephys, Moose, Sedja, Cloud Puff, Blessing of the Green Faith, Riding Allosaurus, Aspect of the Hawk, Seaborne Trident +1, Aspect of the Bull, The Wanderer
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)([X]+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: Cut the prophecy handout into a number of pieces equal to the number of Cryptic Runes henchmen.

When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout. The prophecy handout doesn't actually have a mechanical effect, but it still sounds fun, so I'll post the fragments in a thread on Discord

When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

Ship 1: 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: Brinebones:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchman: Cryptic Runes:

Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Summoned Henchman: Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 1, 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:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

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

Spoiler:
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:
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:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Barriers
Spoiler:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

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:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other 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:
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:
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:
Musket +2
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

Spoiler:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
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:
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:
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:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

Spoiler:
Potion of 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.

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

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

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

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

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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Sivanah:
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 29

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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Valendron/EmpTyger:
Spoiler:
Hourglass Card 4 Valendron/EmpTyger
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Amli/eddiephlash:
Spoiler:
Hourglass Card 5 Amli/eddiephlash
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 7 Zova/AAUGHWHY
Blessing of 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 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 Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Valendron/EmpTyger:
Spoiler:
Hourglass Card 12 Valendron/EmpTyger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Amli/eddiephlash:
Spoiler:
Hourglass Card 13 Amli/eddiephlash
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Valendron/EmpTyger:
Spoiler:
Hourglass Card 16 Valendron/EmpTyger
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Amli/eddiephlash:
Spoiler:
Hourglass Card 17 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 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 19 Zova/AAUGHWHY
Blessing of 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Amli/eddiephlash:
Spoiler:
Hourglass Card 21 Amli/eddiephlash
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ezren/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 23 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Valendron/EmpTyger:
Spoiler:
Hourglass Card 24 Valendron/EmpTyger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Amli/eddiephlash:
Spoiler:
Hourglass Card 25 Amli/eddiephlash
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 26 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 26 Ezren/Bigguyinblack
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Zova/AAUGHWHY:
Spoiler:
Hourglass Card 27 Zova/AAUGHWHY
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Valendron/EmpTyger:
Spoiler:
Hourglass Card 28 Valendron/EmpTyger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Amli/eddiephlash:
Spoiler:
Hourglass Card 29 Amli/eddiephlash
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, None

Ghol-Gan Ruins 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.
Ghol-Gan Ruins Card 2:
Tetrolimulus
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
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.
Ghol-Gan Ruins Card 5:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 6:
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.
Ghol-Gan Ruins Card 7:
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.
Ghol-Gan Ruins Card 8:
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.
Ghol-Gan Ruins Card 9:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ghol-Gan Ruins Card 10:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

Location #2: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Sacred Spring Card 1:
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.
Sacred Spring 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.
Sacred Spring Card 3:
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.
Sacred Spring Card 4:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Sacred Spring Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Sacred Spring Card 6:
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.
Sacred Spring Card 7:
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.
Sacred Spring Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 9:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Sacred Spring Card 10:
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.

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
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.
Tempest Cay Card 2:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Tempest Cay 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.
Tempest Cay Card 4:
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.
Tempest Cay Card 5:
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.
Tempest Cay Card 6:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Tempest Cay Card 7:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Tempest Cay Card 8:
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.
Tempest Cay Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Tempest Cay Card 10:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Location #4: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lucrehold Card 1:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Lucrehold Card 2:
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.
Lucrehold Card 3:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Lucrehold Card 4:
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.
Lucrehold Card 5:
Adamantine Trident +3
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
Lucrehold Card 6:
Brinebones
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Lucrehold Card 7:
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.
Lucrehold Card 8:
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.
Lucrehold Card 9:
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.
Lucrehold Card 10:
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.

Location #5: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Zova/AAUGHWHY, None
Jungle Card 1:
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.
Jungle Card 2:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Jungle Card 3:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Jungle Card 4:
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.
Jungle Card 5:
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.
Jungle Card 6:
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.
Jungle Card 7:
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.
Jungle Card 8:
Cryptic Runes
None
Henchman 3
Type: Barrier
Traits:
Alchemical
Cache
Trap
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Jungle Card 9:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Jungle Card 10:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Location #6: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mancatcher Cove Card 1:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Mancatcher Cove Card 2:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 3:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Mancatcher Cove Card 4:
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.
Mancatcher Cove Card 5:
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.
Mancatcher Cove Card 6:
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_
Mancatcher Cove Card 7:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Mancatcher Cove Card 8:
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.
Mancatcher Cove Card 9:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Mancatcher Cove Card 10:
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.


Deck Handler

Trading out Binder's Tome for Letter of Marque. Starting at Jungle.

Ezran wrote:

Hand: Fire Snake, Volcanic Storm (Core), Ice and Fire, Locate Object, Wand of Treasure Finding, Channel the Gift, Walking Stick,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Jungle
Hero Points: 6"
"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.

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): Scrying, Cleric of Nethys, Death's Touch, Magnetic Grimoire, Pyrotechnic Blast, Ring of Protection (Core), Frost Ray (Core), Sand Elemental, Fly, Pyromaniac Mage, Coordinated Blast, Samisen of Oracular Vision, Ice Chemist, Letter of Marque
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

Gaining Hero Point
Upgrading Spell B Black Spot into Spell 5 Blizzard
Starting at Sacred Spring

"Enemies are nothing new." Valendron's expression was cold, and the storm that loomed even colder.

Valendron wrote:

Hand: 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), Wand of Treasure Finding, Surgeon (recharge to heal 1 local), Wall of Fire, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Pharasma (discard to bless/doublebless if spell is cast),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Achaekek; Blessing of Pharasma; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Scrying; Surgeon

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) ([X] +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: 5

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