[PACS] Season of Tapestry's Tides by Nathan (Inactive)

Game Master Nathan Davis

Turn Order
1. Maznar/Bigguyinblack
2. Augustille/AbrahamZ.
3. Damiel/Iceman91
4. Jirelle/eddiephlash
5. Ak/NathanDavis
6. Seltyiel/MauveAvenger

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 5-6E: AKINARU’S LAST CHANCE on Kraken

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

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

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    9) Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Whenever you banish cards, banish 1 additional card from your hand.


    11) Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    12) Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


    15) Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    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
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

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


    18) Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    19) Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


    21) Wanton Wastrel
    Spoiler:
    Wanton Wastrel
    Ship 5
    Class 5

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

    When Encountered
    Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
    When Commanding
    You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    When you bury any cards from your hand, bury 1 additional card.


    22) Apparatus of the Octopus
    Spoiler:
    Apparatus of the Octopus
    Ship 5
    Class 5

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

    When Encountered
    Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
    When Commanding
    When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

    When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

    Check to Repair
    Arcane
    Craft
    6

    When Commanding (Wrecked)
    When you discard cards for structural damage, they must be either spells or discarded at random.


    23) Abrogail's Fury
    Spoiler:

    Ship 6
    Class 6

    Check to Defeat
    Dexterity
    Ranged
    13
    OR
    Wisdom
    Survival
    11

    When Encountered
    Before you act, recharge 1d4 random cards from your hand.
    When Commanding
    Reduce Structural damage to this ship by 3.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    Reduce structural damage to this ship by 1.
    Remove the Swashbuckling trait from all of your checks.


    24) Filthy Lucre
    Spoiler:
    Filthy Lucre
    Ship 6
    Class 7

    Check to Defeat
    Wisdom
    Perception
    Survival
    13
    THEN
    Survival
    Charisma
    Diplomacy
    13

    When Encountered
    If any check to defeat has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce structural damage to this ship by 3.
    You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.

    Check to Repair
    Craft
    9

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Wereshark Pirate.
    Reduce Structural damage to this ship by 2.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
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.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.


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Deck Handler // Searching for: Blessing 6

Knowing I'll probably end up at a closed location at the start of my turn, I want to see if I draw a Lastbreath. So I'll stick with Maznar and crew

Loot:
Replacing Flight Arrows with Farglass
Replacing Slaying Bolts with Immortal Dreamstone
Replacing Bombardier Bow with Scoundrel's Sword Cane

Drawing 2 extra cards

Ak wrote:

Hand: Bearskin Armor, Dwarven Plate, Grappler's Mask, Mighty Steed, Dragoon, Blessing of Lady Lastbreath 1, Blessing of the Boss,

Displayed:
Current Location: With Maznar

Deck: 14 Discard: 0 Buried: 0
NOTES:
Available Support: Blessings Available
Other: Hero Point: 5
Product Reroll: Unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Stony Flesh, Improvised Monster, Blessing of Angradd, Blessing of Lady Lastbreath 2, Belt of Charging, Scoundrel's Sword Cane, Farglass, Four-Mirror Armor, Jorgenfist Spear, Blessing of Tsukiyo, Blessing of the Father of Creation, Xoff, Blessing of Shizuru, Immortal Dreamstone
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☑ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
☑ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).

===================================
CHIEF: SKILLS AND POWERS

Spoiler:
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
☑ When you defeat a monster (☑ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☑ When you play (☑ or any character plays) a blessing on your check, add d12 instead of the normal die.


Deck Handler

Vestments of False Faith is my upgrade, replacing Mask of Stolen Mein, but with my bonus item, I'm keeping the mask, and setting it aside in my stash. Still taking loots: Blessing of Besmara, Rekkish, Mase Darimar, and Aiger's Kiss - swapping out Marianix Karn, Monkey, Blessing of Erastil, and Bloodcrow Rapier. Start with the crew at the docked location. Starting hand + 2:

Jirelle wrote:

Hand: Blessing of Abadar, Aiger's Kiss, Blessing of Besmara, Vestments of False Faith, Rekkish, Keen Rapier +3, Mase Darimar, Sawtooth Sabre +2, Councilor's Ring, Vampiric Backsword +3,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 8
Shirt reroll Available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Diviner's Blight, Shining Wayfinder, Black Arrow Ranger, Blessing of Maat, Fortune-teller, Blessing of Zon-Kuthon, Invigorating Kukri +1, Dandy Brute, Blessing of Milani, Shadowless Sword
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role: Pirate Queen
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
On your check that invokes Finesse, gain the skill Melee: Dexterity +2
On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (□ or 2 dice).
Reduce structural damage to your ship by 1.
☑ When you acquire a Pirate or Swashbuckling card, you may explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.


Alchemist / Alchemy / Ranged | Deck Handler

Start with the crew at the Rookery.

No looting.

Damiel wrote:

Hand: Restoration, Steel Ibis Lamellar, Potion of Heroism, Sunrod, Twitch Tonic, Bottled Lightning 1, Twitch Tonic (Core), Liquid Persuasion, Sergeant-at-arms, Blessing of the Elements,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: Heroism is a d6 for one character for a round, Liquid Persuasion will trivialize an Cha or Wis check, Sergeant is a universal bonus against banes, and BL 1 will cancel a non-story-bane BA.
BotE is also available, preferably if it recharges.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flame Cannon, The Cyclone, The Inquisitor, The Winged Serpent, Acid Flask, Major Cure, The Prince of Pain, Skoan-quah Boneslayer, Belt of Physical Might, Bottled Lightning 2, Vindicator
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Int +3
Wisdom d6 ☐ +1
Charisma d4 ☐ +1

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Alchemical, Spell, Weapons
POWERS:
On a local combat check, you may discard a card to add 1d6 (□ +1)(□ +2) and the Poison or Fire (☑ or Acid, Cold, Electricity, or Mental) trait; if the discarded card has the Alchemical trait, add another 1d6.
During Recovery, you may recharge Alchemical boons instead of banishing them.
You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait.
When you acquire an Alchemical or Liquid boon, you may explore again.
When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.' While a character at the marked location encounters a monster, add 1d6 plus the number of traps at the location to all combat checks against that monster; remove all traps at the location at the end of the encounter or when the location is closed.


Deck Handler

Starting at Tengu Rookery.

Maznar wrote:

Hand: Embiggen, Divine Blaze (Core), Pharasma's Knowing, Breath of Life, Mastiff, Shoanti Barbarian Hide, Ring of Regeneration,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Porcupine (Core), Returning Totem Spear, Riding Allosaurus, Angelic Armor, Blessing of Gorum, Headband of Inspired Wisdom, Blessing of Milani, Control Weather, Renewal, Divine Blaze, Blessing of the Gods, Divine Fortune (Core), Blessing of Pharasma, Crow (Core)
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine Weapons
POWERS:
Instead of the first exploration of your turn, you may bury ([x] or discard) a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 ([x] +1) to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
[x] At the start of your turn, each character may recharge ([x] or reveal) a card that has the Animal trait to draw a card.

At the start of Seltyiel's turn display Mastiff to draw 2 cards Divine Blaze and Returning Totem Spear. Then discard Divine Blaze to search my deck for Riding Allosaurus and draw it.


Deck Handler

Will start with everyone at the Rookery

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Spellsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Blessing of Maat, Blessing of the Gods,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Rookery
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Summon Hellhounds, Headband of Epic Intelligence, Fly, Golembane Hammer +2, Blessing of the Spellbound, Blessing of Pharasma, Create Mindscape, Fire Snake, Cleric of Nethys, Blessing of Sivanah
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start with everyone else at the Rookery.

Draw hand, then draw 2 extra cards.

"

Augustille wrote:

Hand: Repelling Pike +1, Steal Soul, Divine Blaze, Icy Prison (Core), Fly, Wand of Restorative Touch, Wolf, Fortune-Teller (Core), The Midwife, The All-Seeing Eye,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tengu Rookery
Hero Points: 5
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fly: examine top card of 2 locations; then local character may move.

Wand of Restorative Touch: local healing 1d4+1

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lady of Mysteries, Fox, Aqueous Orb, Find Traps, Lyrune-quah Truthspeaker, Pharasma's Knowing, Headband of Mental Superiority, Crystal Ball, Nethys's Duality, Major Cure, Divine Fortune
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Edit: I keep forgetting the option to draw 2 extra cards. Draw Porcupine (Core) and Crow (Core).


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 1, Seltyiel/MauveAvenger

Random Cards:

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

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

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

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

Spoiler:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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

Allies
Spoiler:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

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

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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/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 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/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 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/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 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/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 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/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 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
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 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
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 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/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 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Damiel/Iceman91:
Spoiler:
Hourglass Card 21 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 Jirelle/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 23 Ak/NathanDavis:
Spoiler:
Hourglass Card 23 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
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 24 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 24 Seltyiel/MauveAvenger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 25 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 26 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Damiel/Iceman91:
Spoiler:
Hourglass Card 27 Damiel/Iceman91
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 28 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 28 Jirelle/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 29 Ak/NathanDavis:
Spoiler:
Hourglass Card 29 Ak/NathanDavis
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.

Location #1: 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

Jungle Card 1:
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.
Jungle 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.
Jungle Card 3:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Jungle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Jungle Card 5:
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.
Jungle Card 6:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Jungle Card 7:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Jungle Card 8:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Jungle Card 9:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Jungle Card 10:
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.

Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, Ak/NathanDavis, Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, Apparatus of the Octopus Docked
Tengu Rookery Card 1:
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Tengu Rookery Card 4:
Sniper Goggles
SS
Item 4
Traits:
Accessory
Magic
To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Tengu Rookery Card 5:
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.
Tengu Rookery Card 6:
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.
Tengu Rookery Card 7:
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_
Tengu Rookery Card 8:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Tengu Rookery Card 9:
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.
Tengu Rookery Card 10:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dinosaur Corral Card 1:
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.
Dinosaur Corral 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.
Dinosaur Corral Card 3:
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.
Dinosaur Corral Card 4:
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.
Dinosaur Corral Card 5:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Dinosaur Corral Card 6:
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.
Dinosaur Corral Card 7:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Dinosaur Corral Card 8:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Dinosaur Corral Card 9:
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.
Dinosaur Corral Card 10:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Eye of Serenity Card 1:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Eye of Serenity Card 2:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Eye of Serenity Card 3:
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.
Eye of Serenity Card 4:
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.
Eye of Serenity 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.
Eye of Serenity Card 6:
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.
Eye of Serenity Card 7:
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_
Eye of Serenity Card 8:
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.
Eye of Serenity Card 9:
Shackles Pirate
SS
Monster C
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.
Eye of Serenity Card 10:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

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: None
Great Stone Bridge Card 1:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Great Stone Bridge Card 2:
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.
Great Stone Bridge Card 3:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Great Stone Bridge Card 4:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
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.
Great Stone Bridge Card 7:
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.
Great Stone Bridge 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.
Great Stone Bridge Card 9:
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.
Great Stone Bridge Card 10:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #7: 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
Ghol-Gan Ruins Card 1:
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_
Ghol-Gan Ruins Card 2:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Ghol-Gan Ruins 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.
Ghol-Gan Ruins Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 5:
Old Salt
SS
Ally C
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.
Ghol-Gan Ruins Card 6:
Ambush
SS
Barrier C
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.
Ghol-Gan Ruins Card 7:
Blessing of Gorum
SS
Blessing C
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.
Ghol-Gan Ruins Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 9:
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_
Ghol-Gan Ruins 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 #8: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff 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.
Rocky Cliff Card 2:
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.
Rocky Cliff Card 3:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Rocky Cliff Card 4:
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.
Rocky Cliff Card 5:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Rocky Cliff Card 6:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Rocky Cliff Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Rocky Cliff Card 8:
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.
Rocky Cliff Card 9:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Rocky Cliff Card 10:
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.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Plunder Pile Card 2:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of Erastil

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.

SOT: N/a

Move: Stay at Tengu Rookery

Explore: Seaborne Trident +1

Seaborne Trident +1:
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.

Melee 11: 1d8 + 6 + 1d4 + 1 ⇒ (3) + 6 + (2) + 1 = 12

Acquired. Discard Blessing of the Gods to explore again.

Explore 2: Ring of the Sea Strider

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.

Constitution 10: 1d8 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8

Recharge Blessing of Maat to add 3. Acquired.

End Turn: Reset Hand. Discard down to handsize. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Gannet Island 1-10 remain
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Tengu Rookery 3-10 remain // Ship Anchored
Torture Pit 1-10 remain
Dinosaur Corral 1-10 remain
Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain
Ghol-Gan Ruins 1-10 remain
Rocky Cliff 1-10 remain

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Rookery
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Wayfarer, Fire Snake, Create Mindscape, Golembane Hammer +2, Blessing of Sivanah, Blessing of Pharasma, Fly, Summon Hellhounds, Cleric of Nethys, Headband of Epic Intelligence
Recharged: Blessing of Maat,
Discard Pile: Blessing of the Gods, Seaborne Trident +1, Spellsword +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Blessing of Cayden Cailean in effect. Reveal Ring of Regeneration to recharge a random discarded card Divine Blaze. Everyone with an animal in hand may draw a card. Draw Blessing of Milani.

Display Shoanti Barbarian Hide and Embiggen.

Tengu Rookery Card 3: Goblin Keelhaulin':

SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

survival 6 +10 revealing an animal, aided by Embiggen, discarding Blessing of Milani to double bless: 3d12 + 1d8 + 7 ⇒ (12, 4, 5) + (6) + 7 = 34

stash plunder: 7d6 ⇒ (6, 2, 6, 3, 3, 4, 4) = 28
Ally, Spell, Ally, Item, Item.

In place of the 2 armors I'm shuffling 2 Eyepatches into my deck. Requesting Restoration from Damiel. Draw 2 cards Divine Fortune (Core) and Blessing of Pharasma. Discard Pharasma's Knowing to draw 3 cards Eye Patch 2, Blessing of the Gods, and Headband of Inspired Wisdom. Recharge 3 cards Divine Blaze (Core), Blessing of the Gods, and Ring of Regeneration. Explore.

Tengu Rookery Card 4: Sniper Goggles:

SS
Item 4
Traits:
Accessory
Magic
To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.

dexterity 13 revealing an animal, displaying Divine Fortune (Core), aided by Embiggen: 1d8 + 1d10 + 1 ⇒ (1) + (8) + 1 = 10

Discard Porcupine (Core) to explore.

Tengu Rookery Card 5: 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.

Banished. Discard Blessing of Pharasma to explore.

Tengu Rookery Card 6: 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.

charisma 9 revealing an animal, aided by Divine Fortune (Core), revealing Eye Patch, aided by Embiggen: 1d10 + 1d8 + 1d10 + 1d8 + 1 ⇒ (8) + (2) + (9) + (6) + 1 = 26

Discard Corlan to explore.

Tengu Rookery Card 7: 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_

combat 10 revealing Returning Totem Spear, revealing an animal, aided by Divine Fortune (Core), freely reveal Headband of Inspired Wisdom, reveal Eye Patch, aided by Embiggen: 1d12 + 1d12 + 1d8 + 1d10 + 1d8 + 11 ⇒ (9) + (9) + (5) + (10) + (1) + 11 = 45

Breath of Life myself: 1d4 + 1 ⇒ (3) + 1 = 4

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Breath of Life: Divine 15: 1d10 + 1d4 + 1d6 + 10 ⇒ (6) + (4) + (5) + 10 = 25 -> Breath of Life recharged.
Embiggen: Divine 10: 1d12 + 1d8 + 1d10 + 10 ⇒ (12) + (3) + (3) + 10 = 28 -> Embiggen recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Eye Patch 2, Returning Totem Spear, Riding Allosaurus, Headband of Inspired Wisdom, Divine Blaze (Core), Angelic Armor, Ring of Regeneration,

Displayed: Shoanti Barbarian Hide, Divine Fortune (Core),
Deck: 13 Discard: 2 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Divine Fortune (Core): Display. While displayed: On local checks, add 1d6. At the start of your turn, banish.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Renewal, Mastiff, Blessing of Gorum, Blessing of Pharasma, Porcupine (Core), Blessing of the Gods, Crow (Core), Blessing of Milani, Divine Blaze, Eye Patch, Control Weather
Recharged: Breath of Life, Embiggen,
Discard Pile: Pharasma's Knowing, Corlan,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine Weapons
POWERS:
Instead of the first exploration of your turn, you may bury ([x] or discard) a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 ([x] +1) to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
[x] At the start of your turn, each character may recharge ([x] or reveal) a card that has the Animal trait to draw a card.

Tengu Rookery card 6 acquired. Cards 3, 4, 5, and 7 banished.

Ally, Spell, Ally, Item, Item plundered.

Damiel uses Restoration.

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Notes for Augustille: May draw a card at the start of Maznar's turn.

Gannet Island 1-10 remain
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Tengu Rookery 8-10 remain // Ship Anchored
Torture Pit 1-10 remain
Dinosaur Corral 1-10 remain
Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain
Ghol-Gan Ruins 1-10 remain
Rocky Cliff 1-10 remain"


Deck Handler

Off turn: at the end of Seltyiel's turn (location power) examine top of Jungle = Siren Caller; Start of Maznar's turn draw a card: Major Cure; When Maznar defeats Mercenary, display Steal Soul; At the end of Maznar's turn (location power) examine top of Torture Pit = Barracuda Aiger.

It is the hour of Erastil

Augustille power: at the start of your turn, discard a card (Discard Fortune-Teller), then examine the top card of your location (which is Spiny Eurypterid); then you may examine the top card of another occupied location (which is n/a).

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck: Spiny Eurypterid and Albatross Soup; then return them in any order: leave them in the same order.

Free exploration

Tengu Rookery Card 8 is Spiny Eurypterid:

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

Send Divine Blaze to Recovery
Combat 21, maznar, df, steal soul: 1d10 + 6 + 3d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (5, 4, 6) + (3) + 1 + (2) + (2) = 33
REQUIRED REROLL Combat 21, maznar, df, steal soul: 1d10 + 6 + 3d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 6 + (8, 1, 6) + (1) + 1 + (5) + (3) = 36

Discard All-Seeing Eye to examine top 2 of location - Albatross Soup & Tentacle Slaver - swap their order - then explore.

Tengu Rookery Card 10 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA, ask one of the Fighter types (Jirelle, Ak, or Seltyiel, I presume?) to summon and encounter Random Monster 1. Since the result of the encounter won't affect the rest of my turn I'll keep going...

Random Monster 1 is... (don't look until who is going to take the encounter is decided):
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

Wis 8, maznar, df, steal soul: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (2) + 4 + (4) + 1 + (1) + (4) = 16

Reveal Pike
Combat 18, maznar, df, steal soul, onboard ship: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (1) + 2 + (3) + 1 + (1) + 1 + (2) + (4) + (2) = 17
Spend 1 hero point to reroll (down to 4)
Combat 18, maznar, df, steal soul, onboard ship: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + 1 + (1) + 1 + (2) + (4) + (4) = 22

Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Curse of the Flesheaters:

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

Divine 16, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (1) + 6 + (2) + 1 + (2) + (1) = 13
Spend 1 hero point to reroll (down to 3)
Divine 16, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (3) + 6 + (1) + 1 + (2) + (2) = 15
Use paizo tshirt to reroll the d4
Divine 16: 14 + 1d4 ⇒ 14 + (2) = 16

When Closing: Banish an item - Wand of Restorative Touch

When Permanently Closed: On closing, you may examine the top card of your deck (Aqueous Orb); then you may recharge it or give it to another character.

[ooc]Send Fly to Recovery to examine top card of two locations: Ghol-Gan Ruins 1=Mercenary and Great Stone Bridge 1=Sargassum Fiend; then Augustille moves to Eye of Serenity (others can't move along due to ship is anchored).

End turn: Augustille power - heal a card (All-Seeing Eye is healed)

Recovery Phase:
Recharge Divine Blaze? Divine 14, steal soul: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12
Recharge Fly? Divine 10, steal soul: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Jungle 1-10 remain // 1=Siren Caller
Damiel, Maznar, Ak, Seltyiel, Jirelle - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Dinosaur Corral 1-10 remain
Augustille - Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ghol-Gan Ruins 1-10 remain // 1=Mercenary
Rocky Cliff 1-10 remain"

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Major Cure, Crystal Ball, Wolf, The Midwife, Pharasma's Knowing, Nethys's Duality,

Displayed: Steal Soul,
Deck: 9 Discard: 2 Buried: 0
Current Location: Eye of Serenity
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Major Cure available for local healing

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune, Fox, The Lady of Mysteries, Aqueous Orb, Lyrune-quah Truthspeaker, Find Traps, The All-Seeing Eye, Headband of Mental Superiority
Recharged: Fly,
Discard Pile: Fortune-Teller (Core), Divine Blaze,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Sea Serpent:

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

combat 21 revealing Returning Totem Spear, revealing an animal, aided by Divine Fortune (Core), freely revealing Headband of Inspired Wisdom, recharge Eye Patch 2: 1d10 + 1d8 + 1d4 + 1d6 + 1d4 + 11 ⇒ (3) + (2) + (1) + (1) + (1) + 11 = 19

Display and draw Angelic Armor to prevent the combat damage.

fortitude 11 revealing an animal, aided by Divine Fortune (Core): 1d8 + 1d4 + 1d6 + 4 ⇒ (6) + (2) + (2) + 4 = 14


Alchemist / Alchemy / Ranged | Deck Handler

Off-turns:

Cast Restoration.
Display Potion of Heroism on self.
Recovery: Divine 14: 1d10 + 7 + 1d6 + 1d6 + 1d4 + 1 ⇒ (6) + 7 + (4) + (1) + (2) + 1 = 21

After acting, Sea Serpent deals 1d4 + 1 ⇒ (1) + 1 = 2 structural damage.
The Apparatus absorbs it all.

Damiel's turn
Hour of Achaekek

SoT Scenario Effect: Nothing to examine.

Move to Jungle
The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Free explore of #1: Siren Caller
Banish Liquid Persuasion, trigger Heroism
Wis 8+#=13: 1d6 + 1d10 + 7 + 1d6 ⇒ (5) + (1) + 7 + (6) = 19 Success

Discard Sergeant-at-arms to explore #2: Storm
Displayed

Banish Twitch Tonic to draw Sergeant from discard.

Discard Sergeant-at-arms to explore #3: Shackled Sorcerer
BA: Reveal Steel Ibis to absorb 1 fire.
CtD: Reveal Sunrod and recharge Twitch Tonic (Core), trigger Heroism and Sergeant
Cannot fail combat 13 with six dice +7

Succeeded at Craft check: top card of deck is Flame Cannon. No draw.

Discard BotE to explore #4: BotG

Discard BotG to explore #5: Haneilius Fitch
Not with the Jungle penalty - banished

End turn
Recover Twitch Tonic, Potion of Heroism, and Liquid Persuasion: automatic

Damiel wrote:

Hand: Flame Cannon, Vindicator, Major Cure, Steel Ibis Lamellar, Sunrod, Bottled Lightning 1, The Winged Serpent, The Prince of Pain,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: Vindicator can add d8 to distant combat, Prince of Pain adds +4 to any check, Winged Serpent recharges when distant, and BL 1 will cancel a non-story-bane BA locally.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Belt of Physical Might, Skoan-quah Boneslayer, Acid Flask, Bottled Lightning 2, The Inquisitor, The Cyclone
Recharged: Restoration, Twitch Tonic (Core), Twitch Tonic, Potion of Heroism, Liquid Persuasion,
Discard Pile: Sergeant-at-arms, Blessing of the Elements, Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Int +3
Wisdom d6 ☐ +1
Charisma d4 ☐ +1

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Alchemical, Spell, Weapons
POWERS:
On a local combat check, you may discard a card to add 1d6 (□ +1)(□ +2) and the Poison or Fire (☑ or Acid, Cold, Electricity, or Mental) trait; if the discarded card has the Alchemical trait, add another 1d6.
During Recovery, you may recharge Alchemical boons instead of banishing them.
You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait.
When you acquire an Alchemical or Liquid boon, you may explore again.
When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.' While a character at the marked location encounters a monster, add 1d6 plus the number of traps at the location to all combat checks against that monster; remove all traps at the location at the end of the encounter or when the location is closed.

Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Damiel - Jungle 6-10 remain // Storm displayed
Maznar, Ak, Seltyiel, Jirelle - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Dinosaur Corral 1-10 remain
Augustille - Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ghol-Gan Ruins 1-10 remain // 1=Mercenary
Rocky Cliff 1-10 remain


Deck Handler

Start turn. hour is Kelizandri. Give Aiger's Kiss to Ak. Sail to Dinosaur Corral. Explore: Crown of Swords.
Wis 8: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!

Discard Mase to explore: Norgorber Cultist. Reveal and discard Keen Rapier.
Combat 19: 1d10 + 6 + 2d4 + 3 + 1d4 ⇒ (6) + 6 + (3, 1) + 3 + (1) = 20 Defeated!

Recharge Vestements and banish crown to draw Blessing of Kelizandri. Discard it to explore: Pirate Guard. Reveal Vampiric Backsword.
Combat 19: 1d10 + 6 + 2d6 + 3 ⇒ (4) + 6 + (3, 6) + 3 = 22 Defeated! Reload Backsword to recharge: Blessing of Kelizandri.

Discard Besmara to explore: Musket +2.
Dex 11: 1d10 + 4 ⇒ (8) + 4 = 12 Acquired!

End turn. Recharge Rekkish to heal 1: Blessing of Besmara. Reset hand, discarding musket and drawing 5

Jirelle wrote:

Hand: Sawtooth Sabre +2, Councilor's Ring, Blessing of Abadar, Black Arrow Ranger, Blessing of Besmara, Fortune-teller, Vestments of False Faith, Invigorating Kukri +1,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 8
Shirt reroll Available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kelizandri, Dandy Brute, Blessing of Zon-Kuthon, Blessing of Maat, Vampiric Backsword +3, Blessing of Milani, Diviner's Blight, Blessing of the Midnight Lord, Shadowless Sword, Rekkish, Shining Wayfinder
Recharged:
Discard Pile: Mase Darimar, Keen Rapier +3, Musket +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role: Pirate Queen
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
On your check that invokes Finesse, gain the skill Melee: Dexterity +2
On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (□ or 2 dice).
Reduce structural damage to your ship by 1.
☑ When you acquire a Pirate or Swashbuckling card, you may explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.

=====================

Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Notes for Ak: Given Jirelle's Aiger's Kiss

Damiel - Jungle 6-10 remain // Storm displayed
Maznar, Ak, Seltyiel - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 5-10 remain
Augustille - Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ghol-Gan Ruins 1-10 remain // 1=Mercenary
Rocky Cliff 1-10 remain


Deck Handler // Searching for: Blessing 6

Off turn, Mighty Steed allows me to draw Xoff. Recieve Aiger's Kiss gratefully.

Hour of the Gods

Instead of move step recharge Blessing of Lady Lastbreath to draw Pharasma's Knowing from Maznar's discard, then move to Eye of Serenity
Free explore and encounter Arronax Endymion
Recharge Grappler's Mask. Recharge Damiel's The Winged Serpent. Reveal

Diplomacy Fortitude 13: 1d8 + 6 + 1d8 + 2 ⇒ (1) + 6 + (1) + 2 = 10
Spend a hero point. Reroll
Diplomacy Fortitude 13: 1d8 + 6 + 1d8 + 2 ⇒ (2) + 6 + (7) + 2 = 17 Acquired!

Discard Xoff to Examine:
Periscope
Manticore
Control Weather
Blessing of the Gods
Rearrange: Periscope, Blessing of the Gods, Control Weather, Manticore
Explore and encounter Periscope
Survivor

Wisdom 8: 1d6 + 1d6 ⇒ (2) + (5) = 7 Recharge Dwarven Plate to add 1 and acquire!
Discard Periscope to examine the bottom of Eye of Serenity (reveal Aiger's Kiss to recharge)
Safe Harbor
Shackles Pirate
Tentacle Slaver
Move Tentacle Slaver up 2.


Discard Mighty Steed to move to Ghol-Gan Ruins, explore and encounter Mercenary
Reveal Aiger's Kiss. Recharge Dragoon. Display Blessing of the Boss

Combat 10+5+5: 1d8 + 1 + 1d6 + 2 + 2d6 + 1d8 + 2 ⇒ (8) + 1 + (3) + 2 + (5, 3) + (4) + 2 = 28 Blessing of the Boss randomly draws Mighty Steed. Mercenary Banished and Ak becomes Chief! Chief draws Jorgenfist Spear


(from previous post, discard Blessing of the Boss) Reveal Mighty Steed and discard Aiger's Kiss to examine: Hull Damage
Recharge Aiger's Kiss Fortitude 9: 1d8 + 6 ⇒ (1) + 6 = 7 Boo!

Discard Pharasma's Knowing to draw Blessing of the Father of Creation and Four-Mirror Armor. Then recharge Four-Mirror Armor and Arronax Endymion. Explore and encounter Hull Damage
Discard Jirelle's Blessing of Abadar-Chiefified

Intelligence 6+5+5: 1d8 + 2d12 ⇒ (2) + (4, 5) = 11
Product reroll
Intelligence 6+5+5: 1d8 + 9 ⇒ (3) + 9 = 12 Recharge hand to add 4 and succeed! No longer Chief!


Deck Handler // Searching for: Blessing 6

Keep hand at 7

Xoff and Ak follow Augustille to a place of great forsight. And find an old friend of Damiel's or so they said. Ak has little trust for the longshanks in the fancy hat.

Meanwhile Xoff becomes one with the Eye of this land and finds treasures and dangers. He gets just the right tool to stick his eye into and finds another one of the tentacle slavers.

With that, Ak rides his mighty steed to charge a guard taking cover in the ruins. Having slayed the mercenary, Ak quickly finds the land flooding and manuevers away from it quickly.

Ak wrote:

Hand: Scoundrel's Sword Cane, Improvised Monster, Ring of Stony Flesh, Farglass, Belt of Charging, Blessing of Tsukiyo, Blessing of Shizuru,

Displayed:
Current Location: Ghol-Gan Ruins

Deck: 14 Discard: 4 Buried: 0
NOTES:
Available Support: Blessings Available
Other: Hero Point: 4
Product Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Immortal Dreamstone, Blessing of Angradd, Blessing of Lady Lastbreath 2
Recharged: Blessing of Lady Lastbreath 1, Grappler's Mask, Dwarven Plate, Periscope, Dragoon, Arronax Endymion, Four-Mirror Armor, Jorgenfist Spear, Mighty Steed, Bearskin Armor, Blessing of the Father of Creation,
Discard Pile: Xoff, Blessing of the Boss, Aiger's Kiss, Pharasma's Knowing,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☑ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
☑ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).

===================================
CHIEF: SKILLS AND POWERS

Spoiler:
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
☑ When you defeat a monster (☑ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☑ When you play (☑ or any character plays) a blessing on your check, add d12 instead of the normal die.


Board Status
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Notes for Maznar: Pharasma's Knowing stolen from Discard

Notes for Damiel: Recharge The Winged Serpent
Notes for Jirelle: Discard Blessing of Abadar

Damiel - Jungle 1-5 remain // Storm displayed
Maznar, Seltyiel - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain
Augustille - Eye of Serenity 1-8 remain // 1=Blessing of the Gods 2=Control Weather 3=Manticore 6=Tentacle Slaver 7=Safe Harbor 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain
Rocky Cliff 1-10 remain


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 7, Seltyiel/MauveAvenger

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
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.

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

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

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


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:
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:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/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 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
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 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/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 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/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 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
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 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/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 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/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 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
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 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
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 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Damiel/Iceman91:
Spoiler:
Hourglass Card 21 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 Jirelle/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 23 Ak/NathanDavis:
Spoiler:
Hourglass Card 23 Ak/NathanDavis
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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Iceman91, Displayed:

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.

Jungle Card 1:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Jungle Card 2:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Jungle Card 3:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Jungle Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Jungle Card 5:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Location #2: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Apparatus of the Octopus Docked

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

Torture Pit Card 1 (Barracuda Aiger):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, None
Dinosaur Corral Card 1:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Dinosaur Corral Card 2:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Dinosaur Corral Card 3:
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.
Dinosaur Corral Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Dinosaur Corral Card 5:
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.
Dinosaur Corral Card 6:
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.

Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Augustille/AbrahamZ., None
Eye of Serenity Card 1 (Blessing of the Gods):
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Eye of Serenity Card 2 (Control Weather):
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.
Eye of Serenity Card 3 (Manticore):
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.
Eye of Serenity Card 4:
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.
Eye of Serenity Card 5:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Eye of Serenity Card 6 (Tentacle Slaver):
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Eye of Serenity Card 7 (Safe Harbor):
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.
Eye of Serenity Card 8 (Shackles Pirate):
Shackles Pirate
SS
Monster C
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.

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: None
Great Stone Bridge Card 1 (Sargassum Fiend):
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Great Stone Bridge Card 2:
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.
Great Stone Bridge Card 3:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Great Stone Bridge Card 4:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
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.
Great Stone Bridge Card 7:
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.
Great Stone Bridge 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.
Great Stone Bridge Card 9:
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.
Great Stone Bridge Card 10:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #7: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Ghol-Gan Ruins Card 1:
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.
Ghol-Gan Ruins Card 2:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 3:
Old Salt
SS
Ally C
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.
Ghol-Gan Ruins Card 4:
Ambush
SS
Barrier C
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.
Ghol-Gan Ruins Card 5:
Blessing of Gorum
SS
Blessing C
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.
Ghol-Gan Ruins Card 6:
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.
Ghol-Gan Ruins Card 7:
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_
Ghol-Gan Ruins Card 8:
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 #8: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff 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.
Rocky Cliff Card 2:
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.
Rocky Cliff Card 3:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Rocky Cliff Card 4:
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.
Rocky Cliff Card 5:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Rocky Cliff Card 6:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Rocky Cliff Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Rocky Cliff Card 8:
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.
Rocky Cliff Card 9:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Rocky Cliff Card 10:
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.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
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.
Plunder Pile Card 2:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Plunder Pile Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Plunder Pile Card 4:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Plunder Pile Card 5:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 6:
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.
Plunder Pile Card 7:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Milani

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

SOT: N/a

Move: Move to Rocky Cliff

Explore: Illusory Wall

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

Arcane 6+5=11: 1d8 + 6 ⇒ (8) + 6 = 14

Defeated. Examine top card of deck - Giant Sea Anemone. Return to bottom of deck.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Notes for Maznar: Pharasma's Knowing stolen from Discard

Notes for Damiel: Recharge The Winged Serpent
Notes for Jirelle: Discard Blessing of Abadar

Damiel - Jungle 1-5 remain // Storm displayed
Maznar - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain
Augustille - Eye of Serenity 1-8 remain // 1=Blessing of the Gods 2=Control Weather 3=Manticore 6=Tentacle Slaver 7=Safe Harbor 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain
Seltyiel - Rocky Cliff 3-10,2 remain // 2=Giant Sea Anemone

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Rocky Cliff
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Epic Intelligence, Summon Hellhounds, Create Mindscape, Wayfarer, Golembane Hammer +2, Blessing of the Spellbound, Cleric of Nethys, Fly, Fire Snake, Blessing of Pharasma, Blessing of Sivanah
Recharged: Blessing of Maat,
Discard Pile: Blessing of the Gods, Seaborne Trident +1, Spellsword +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Blessing of Cayden Cailean in effect. Divine Divine Fortune (Core) moved to recovery. Reveal Ring of Regeneration to recharge a random discarded card.

Move to Eye of Serenity.

Eye of Serenity Card 1 (Blessing of the Gods): Blessing of the Gods:

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

Auto acquire. Discard Blessing of the Gods to explore.

Eye of Serenity Card 2 (Control Weather): 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.

divine 11 revealing an animal, revealing Headband of Inspired Wisdom: 1d10 + 1d4 + 10 ⇒ (8) + (2) + 10 = 20

Discard Divine Blaze (Core) to search my deck for Porcupine (Core). Recharge Porcupine (Core) to explore.

Eye of Serenity Card 3 (Manticore): 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.

random person 1. Maznar/Bigguyinblack, 2. Augustille/AbrahamZ., 3. Damiel/Iceman91, 4. Jirelle/eddiephlash, 5. Ak/NathanDavis, 6. Seltyiel/MauveAvenger: 1d6 ⇒ 6

Seltyiel takes 1d4 +1 ranged combat damage.

combat 12 revealing Returning Totem Spear, revealing an animal, revealing Headband of Inspired Wisdom: 1d10 + 1d8 + 1d4 + 11 ⇒ (3) + (3) + (2) + 11 = 19

Display Angelic Armor. Eot reveal Ring of Regeneration to recharge a random discarded card.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Divine Fortune (Core): Divine 13: 1d10 + 1d4 + 10 ⇒ (10) + (2) + 10 = 22 -> Divine Fortune (Core) recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Control Weather 2, Returning Totem Spear, Riding Allosaurus, Headband of Inspired Wisdom, Ring of Regeneration, Breath of Life, Renewal,

Displayed: Shoanti Barbarian Hide, Angelic Armor,
Deck: 15 Discard: 1 Buried: 0
"Current Location: Eye of Serenity
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Divine Fortune (Core): Display. While displayed: On local checks, add 1d6. At the start of your turn, banish.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Eye Patch, Corlan, Blessing of the Gods, Blessing of Milani, Mastiff, Divine Blaze, Blessing of Pharasma, Control Weather, Blessing of Gorum, Crow (Core), Eye Patch 2, Embiggen
Recharged: Porcupine (Core), Divine Blaze (Core), Divine Fortune (Core),
Discard Pile: Blessing of the Gods 2,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine Weapons
POWERS:
Instead of the first exploration of your turn, you may bury ([x] or discard) a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 ([x] +1) to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
[x] At the start of your turn, each character may recharge ([x] or reveal) a card that has the Animal trait to draw a card.

Eye of Serenity cards 1 and 2 acquired. Card 3 banished.

Seltyiel takes 1d4 +1 ranged combat damage.

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Notes for Damiel: Recharge The Winged Serpent
Notes for Jirelle: Discard Blessing of Abadar

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Damiel - Jungle 1-5 remain // Storm displayed
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain
Augustille, Maznar - Eye of Serenity 4-8 remain // 1=Blessing of the Gods 2=Control Weather 3=Manticore 6=Tentacle Slaver 7=Safe Harbor 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain
Seltyiel - Rocky Cliff 3-10,2 remain // 2=Giant Sea Anemone"


Deck Handler

Off turn: at the start of Maznar's turn, reveal Wolf to draw a card: Divine Fortune.

It is the hour of Asmodeus

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
At This Location: If you examine 1 or more cards, examine 1 more card.
Reorder Eye of Serenity 4=Ambush; 5=Will-o'-Wisp; 6=Tentacle Slaver - reorder as: Tentacle Slaver, Will-o'-Wisp, Ambush

Augustille power: at the start of your turn, discard a card (Discard Wolf), then examine the top card of your location (which is already known); then you may examine the top card of another occupied location (which is Rocky Cliff 3=Besmaran Vestments, 4=Phantom Fog).
At This Location: If you examine 1 or more cards, examine 1 more card.

Move to: Rocky Cliff; per Discord, Maznar discards Allosaurus to move there as well (and then does trick with discarding a spell (tbd) to redraw it)
Location Power: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.

Display Divine Fortune by Augustille.

Send Major Cure to Recovery to heal Seltyiel

Free exploration

Rocky Cliff Card 3 is 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.

Con 6, maznar, df, steal soul: 1d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + (3) + 1 + (5) + (1) = 16

Discard Pharasma's Knowing: draw 2 cards: Fox and Truthspeaker, then recharge 2 cards: Fox and Besmaran Vestments, then explore

Rocky Cliff Card 4 is 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.

Recharge Truthspeaker
Wis 15, maznar, df, steal soul, truthspeaker: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 + 1d6 ⇒ (3) + 4 + (4) + 1 + (6) + (1) + (6) = 25
Truthspeaker: heal 2 cards: Fortune-Teller and Divine Blaze

Discard Crystal Ball to examine top 3 of location: Pirate Captain, Tentacle Slaver, Storm. Reorder as: Slaver, Captain, Storm, then explore

Rocky Cliff Card 6 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA either Maznar or Seltyiel summon and encounter Random Monster 1

Random Monster 1 is 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_

Maznar's check vs Mercenary (per Discord), plus 1d6 from DF: 10 + 1d8 + 1d4 + 11 + 1d6 ⇒ 10 + (2) + (3) + 11 + (1) = 27

Wis 8, maznar, df, steal soul: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 4 + (2) + 1 + (4) + (4) = 21

Maznar's check vs Tentacle Slaver (Combat 18), plus 1d6 from DF: 10 + 1d8 + 1d4 + 11 + 1d6 ⇒ 10 + (4) + (4) + 11 + (4) = 33

Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters;

Curse of the Flesheaters:

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

Discard Nethys's Duality to bless
Divine 16, maznar, df, steal soul: 2d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (7, 8) + 6 + (1) + 1 + (2) + (2) = 27

When Closing: Banish a boon: banish The Midwife

When Permanently Closed: On closing, you may examine the top card of any location deck (Dinosaur Corral Card 1: Royster McCleagh); if it's a non-henchman, non-villain monster, banish it: n/a

Send Major Cure to Recovery to heal Seltyiel
Healing: 1d4 + 1 ⇒ (2) + 1 = 3 Augustille also heals 1: Wolf

End turn: Augustille power - heal a card (Nethys's Duality is healed)

Recovery Phase:
Recharge Major Cure, Divine 10, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (8) + 6 + (1) + 1 + (2) + (1) = 19

Reset Hand

At the start of Damiel's turn (after Storm is resolved at Damiel's location): send Fly to Recovery to examine top cards of Jungle 1=Audessa Reyquio; Ghol-Gan Ruins Card 1=Darkforest Anemone. Then Augustille moves to wherever Damiel is going (unless it's the location that Storm moved to) to provide Divine Fortune assistance (and I think Maznar can also do the same?).

Recharge Fly? Divine 10, df, steal soul, headband: 1d10 + 6 + 1d6 + 2d4 ⇒ (1) + 6 + (3) + (2, 2) = 14

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Damiel: Recharge The Winged Serpent
Augustille moves (via Fly) to whatever location Damiel is planning to explore (unless it's where Storm winds up)

Notes for Jirelle: Discard Blessing of Abadar

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Heal 3 cards

Damiel - Jungle 1-5 remain // Storm displayed; 1=Audessa Reyquio;
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain // 1=Royster McCleagh
Eye of Serenity 6, 5, 4, 7, 8 remain // 6=Tentacle Slaver; 5=Will-o'-Wisp; 4=Ambush; 7=Safe Harbor; 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain // 1=Darkforest Anemone
Seltyiel, Augustille, Maznar - Rocky Cliff CLOSED"

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Besmaran Vestments, Headband of Mental Superiority, Lyrune-quah Truthspeaker, The All-Seeing Eye, Nethys's Duality,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Damiel's location for the coming turn
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aqueous Orb, Fortune-Teller (Core), The Lady of Mysteries, Find Traps, Wolf, Divine Blaze, Fox
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

After Augustille moves recharge Riding Allosaurus to move to Rocky Cliff then discard Renewal to draw Riding Allosaurus from my deck.


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 10, Damiel/Iceman91

Random Cards:

Monsters
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.

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

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

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

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

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

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

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.

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

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

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

Spoiler:
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:
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:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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

Allies
Spoiler:
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:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

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

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

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

Spoiler:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 1 Jirelle/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 Ak/NathanDavis:
Spoiler:
Hourglass Card 2 Ak/NathanDavis
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 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 3 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 4 Maznar/Bigguyinblack
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 5 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Damiel/Iceman91:
Spoiler:
Hourglass Card 6 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 7 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Ak/NathanDavis:
Spoiler:
Hourglass Card 8 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 9 Seltyiel/MauveAvenger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 10 Maznar/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 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 11 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Damiel/Iceman91:
Spoiler:
Hourglass Card 12 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 13 Jirelle/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 Ak/NathanDavis:
Spoiler:
Hourglass Card 14 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 15 Seltyiel/MauveAvenger
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 16 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 16 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 17 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Damiel/Iceman91:
Spoiler:
Hourglass Card 18 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 19 Jirelle/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Ak/NathanDavis:
Spoiler:
Hourglass Card 20 Ak/NathanDavis
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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Iceman91, Displayed:

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.

Jungle Card 1 (Audessa Reyquio):
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Jungle Card 2:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Jungle Card 3:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Jungle Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Jungle Card 5:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Location #2: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Apparatus of the Octopus Docked

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

Torture Pit Card 1 (Barracuda Aiger):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, None
Dinosaur Corral Card 1 (Royster McCleagh):
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Dinosaur Corral Card 2:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Dinosaur Corral Card 3:
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.
Dinosaur Corral Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Dinosaur Corral Card 5:
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.
Dinosaur Corral Card 6:
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.

Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Eye of Serenity Card 1 (Tentacle Slaver):
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Eye of Serenity Card 2 (Will-o'-Wisp):
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_
Eye of Serenity Card 3 (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.
Eye of Serenity Card 4 (Safe Harbor):
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.
Eye of Serenity Card 5 (Shackles Pirate):
Shackles Pirate
SS
Monster C
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.

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: None
Great Stone Bridge Card 1 (Sargassum Fiend):
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Great Stone Bridge Card 2:
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.
Great Stone Bridge Card 3:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Great Stone Bridge Card 4:
Jakaw Razorbeak
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
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.
Great Stone Bridge Card 7:
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.
Great Stone Bridge 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.
Great Stone Bridge Card 9:
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.
Great Stone Bridge Card 10:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #7: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Ghol-Gan Ruins Card 1 (Darkforest Anemone):
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.
Ghol-Gan Ruins Card 2:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 3:
Old Salt
SS
Ally C
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.
Ghol-Gan Ruins Card 4:
Ambush
SS
Barrier C
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.
Ghol-Gan Ruins Card 5:
Blessing of Gorum
SS
Blessing C
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.
Ghol-Gan Ruins Card 6:
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.
Ghol-Gan Ruins Card 7:
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_
Ghol-Gan Ruins Card 8:
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 #8: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., None

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
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.
Plunder Pile Card 2:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Plunder Pile Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Plunder Pile Card 4:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Plunder Pile Card 5:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 6:
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.
Plunder Pile Card 7:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: recharge Winged Serpent

Damiel's turn
Hour of Asmodeus

SoT: Examine top two of Jungle - Audessa Reyquio, Skeleton Anchor. Leave as is.

Storm: 1d6 ⇒ 1 1 Structural damage is handled by the pirate queen.
1d8 ⇒ 8 Moves to Rocky Cliff. Sorry, guys!

Move to Great Stone Bridge
You may discard 3 cards to succeed at your check to defeat a non-villain monster.

Seems like a good place to explore as a group, so assuming Maznar and Augustille swing by.

Free explore of #1: Sargassum Fiend
CtD: Discard The Prince of Pain, trigger Divine Fortune, marvel at what big eyes the dino has
Wis 12: 1d6 + 4 + 1d6 + 1d4 + 1 ⇒ (4) + 4 + (6) + (4) + 1 = 19 Success

Cast Major Cure, healing 1d4 + 2 ⇒ (2) + 2 = 4 everything.

End turn
Recover Major Cure - automatic

Damiel wrote:

Hand: Flame Cannon, Steel Ibis Lamellar, Twitch Tonic (Core), Potion of Heroism, Sunrod, Bottled Lightning 1, Skoan-quah Boneslayer, Blessing of the Elements,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: BL 1 will cancel a non-story-bane BA locally, Boneslayer boosts Dex and Survival for one turn, and BotE is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Winged Serpent, Sergeant-at-arms, Twitch Tonic, Liquid Persuasion, Restoration, The Prince of Pain, Belt of Physical Might, The Cyclone, Acid Flask, The Inquisitor, Blessing of the Gods, Bottled Lightning 2
Recharged: Major Cure,
Discard Pile: Vindicator,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Int +3
Wisdom d6 ☐ +1
Charisma d4 ☐ +1

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Alchemical, Spell, Weapons
POWERS:
On a local combat check, you may discard a card to add 1d6 (□ +1)(□ +2) and the Poison or Fire (☑ or Acid, Cold, Electricity, or Mental) trait; if the discarded card has the Alchemical trait, add another 1d6.
During Recovery, you may recharge Alchemical boons instead of banishing them.
You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait.
When you acquire an Alchemical or Liquid boon, you may explore again.
When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.' While a character at the marked location encounters a monster, add 1d6 plus the number of traps at the location to all combat checks against that monster; remove all traps at the location at the end of the encounter or when the location is closed.

Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Jirelle: Discard Blessing of Abadar

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Heal 3 cards

Jungle 1-5 remain // 1=Audessa Reyquio;
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain // 1=Royster McCleagh
Eye of Serenity 1-5 remain // 1=Tentacle Slaver; 2=Will-o'-Wisp; 3=Ambush; 4=Safe Harbor; 5=Shackles Pirate
Damiel, Maznar, Augustille - Great Stone Bridge 2-10 remain
Ak - Ghol-Gan Ruins 1-8 remain // 1=Darkforest Anemone
Seltyiel - Rocky Cliff CLOSED // Storm displayed


Deck Handler

Off turn, discard Bo Abadar.

Start turn. Hour is BotG. Recharge Fortune teller, naming Boon to examine Royster McCleagh. Encounter it.
Cha 7: 1d8 ⇒ 1

Free explore: Lookout Duty. Bury Councilor's ring.
Wis 6+# = 12: 1d8 + 2 + 1d20 ⇒ (1) + 2 + (10) = 13 Success! Examine next card: Galvo, monster, encounter it.

Recharge BLA on BYA.
Acro 13: 1d10 + 5 + 1d6 + 1 ⇒ (5) + 5 + (6) + 1 = 17
For combat, reveal and discard Sawtooth Saber.
Combat 18 (22): 1d10 + 6 + 1d6 + 2 + 1d8 + 6 ⇒ (7) + 6 + (5) + 2 + (6) + 6 = 32 Success! Recharge Kukri to recharge a rando discard: Mase Darimar.[/ooc]

End turn. Reset hand, drawing 6.

Jirelle wrote:

Hand: Vestments of False Faith, Blessing of Besmara, Blessing of Milani, Blessing of Kelizandri, Dandy Brute, Blessing of the Midnight Lord, Blessing of Maat, Shining Wayfinder,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Hero Points: 8
Shirt reroll Available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

[i]Reloaded:

Middle of Deck (Unknown Order): Rekkish, Shadowless Sword, Blessing of Zon-Kuthon, Diviner's Blight, Vampiric Backsword +3
Recharged: Fortune-teller, Black Arrow Ranger, Mase Darimar, Invigorating Kukri +1,
Discard Pile: Mase Darimar, Keen Rapier +3, Musket +2, Blessing of Abadar, Sawtooth Sabre +2,
Buried Pile: Councilor's Ring,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role: Pirate Queen
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
On your check that invokes Finesse, gain the skill Melee: Dexterity +2
On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (□ or 2 dice).
Reduce structural damage to your ship by 1.
☑ When you acquire a Pirate or Swashbuckling card, you may explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.


Deck Handler

Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Heal 3 cards

Jungle 1-5 remain // 1=Audessa Reyquio;
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 4-6 remain
Eye of Serenity 1-5 remain // 1=Tentacle Slaver; 2=Will-o'-Wisp; 3=Ambush; 4=Safe Harbor; 5=Shackles Pirate
Damiel, Maznar, Augustille - Great Stone Bridge 2-10 remain
Ak - Ghol-Gan Ruins 1-8 remain // 1=Darkforest Anemone
Seltyiel - Rocky Cliff CLOSED // Storm displayed


Deck Handler // Searching for: Blessing 6

Hour of Cayden Cailean

Start of turn examine Darkforest Anemone and Tentacle Slaver. Reload Tentacle Slaver.
Move to Great Stone Bridge
Free explore and encounter Pteranodon
Divine Fortune. Mazasaurus.

Survival 11: 1d6 + 1 + 1d6 + 1d4 + 1 ⇒ (2) + 1 + (4) + (1) + 1 = 9 Banished!

Discard Farglass to examine Great Stone Bridge
Albatross
Jakaw Razorbeak
Keep order.


Discard Blessing of Tsukiyo to explore and encounter Albatross
Divine Fortune. Mazasaurus.

Survival 11: 1d6 + 1 + 1d6 + 1d4 + 1 ⇒ (3) + 1 + (1) + (3) + 1 = 9 Discard Jirelle's Blessing of Maat to add 3 and succeed!

Discard Blessing of Shizuru to explore and encounter Jakaw Razorbeak
BA: Reveal Scoundrel's Sword Cane. Divine Fortune. Mazasaurus.

Stealth 12: 1d8 + 1 + 1d6 + 2 + 1d6 + 1d4 + 1 ⇒ (1) + 1 + (1) + 2 + (5) + (3) + 1 = 14
Reveal Scoundrel's Sword Cane. Reveal and recharge Belt of Charging and draw Blessing of Angradd. Divine Fortune. Mazasaurus.
Combat 20: 1d8 + 1 + 2d6 + 2 + 1d8 + 1d6 + 1d4 + 1 ⇒ (6) + 1 + (6, 6) + 2 + (2) + (5) + (3) + 1 = 32 Reveal Improvised Monster to Draw Jakaw Razorbeak. Become Chief!


Chief defeats and draws Immortal Dreamstone

Before attempt to close, summon and Curse of the Flesheaters
Discard Blessing of Angradd, Chiefified. Divine Fortune. Mazasaurus.

Wisdom 16: 1d6 + 2d12 + 1d6 + 1d4 + 1 ⇒ (6) + (8, 7) + (5) + (3) + 1 = 30 Wow! Chief draws Blessing of Lady Lastbreath 2

Attempt to Close. Divine Fortune. Mazasaurus.

Dexterity 10: 1d8 + 1d6 + 1d4 + 1 ⇒ (6) + (1) + (2) + 1 = 10 That's enough. Closed!

Banish Immortal Dreamstone to draw Slip, Mogmurch, Rotgut


Location: End of turn, bury Blessing of Lady Lastbreath 2 and Slip to recharge Xoff and Blessing of the Boss

All sorts of creatures fly around the great bridge. Ak avoids being dino food but grabs hold of a big chicken. He flies "stealthily" over Jakaw and gets the drop on him and is able defeat the Tenku before it can utter the curse at him.

Ak wrote:

Hand: Scoundrel's Sword Cane, Improvised Monster, Ring of Stony Flesh, Albatross, Mogmurch, Rotgut, Jakaw Razorbeak,

Displayed:
Current Location: Great Stone Bridge

Deck: 14 Discard: 6 Buried: 2
NOTES:
Other: Hero Point: 4
Product Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Lady Lastbreath 1, Grappler's Mask, Dwarven Plate, Periscope, Dragoon, Arronax Endymion, Four-Mirror Armor, Jorgenfist Spear, Mighty Steed, Bearskin Armor, Blessing of the Father of Creation, Belt of Charging, Xoff, Blessing of the Boss,
Discard Pile: Aiger's Kiss, Pharasma's Knowing, Farglass, Blessing of Tsukiyo, Blessing of Shizuru, Blessing of Angradd,
Buried Pile: Blessing of Lady Lastbreath 2, Slip,
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
☑ When you defeat a monster (☑ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☑ When you play (☑ or any character plays) a blessing on your check, add d12 instead of the normal die.

===================================
Ak: SKILLS AND POWERS

Spoiler:
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☑ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
☑ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).


Board Status
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Maznar: Use Riding Allosaurus on Damiel's turn, then draws it back by discarding a spell.

Notes for Jirelle: Discard Blessing of Maat

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Heal 3 cards

Jungle 1-5 remain // 1=Audessa Reyquio;
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-3 remain
Eye of Serenity 1-5 remain // 1=Tentacle Slaver; 2=Will-o'-Wisp; 3=Ambush; 4=Safe Harbor; 5=Shackles Pirate
Damiel, Maznar, Augustille, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8 remain // 1=Tentacle Slaver 2=Darkforest Anemone
Seltyiel - Rocky Cliff CLOSED // Storm displayed


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 13, Seltyiel/MauveAvenger

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

Spoiler:
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/Bigguyinblack
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
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 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/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 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
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 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/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 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/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 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
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 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/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 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Jungle Card 1 (Audessa Reyquio):
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Jungle Card 2:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Jungle Card 3:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Jungle Card 4:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Jungle Card 5:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Location #2: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Apparatus of the Octopus Docked

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

Torture Pit Card 1 (Barracuda Aiger):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, None
Dinosaur Corral Card 1:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Dinosaur Corral Card 2:
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.
Dinosaur Corral Card 3:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Eye of Serenity Card 1 (Tentacle Slaver):
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Eye of Serenity Card 2 (Will-o'-Wisp):
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_
Eye of Serenity Card 3 (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.
Eye of Serenity Card 4 (Safe Harbor):
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.
Eye of Serenity Card 5 (Shackles Pirate):
Shackles Pirate
SS
Monster C
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.

Location #6: Great Stone Bridge
Closed
At This Location: 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 ?: 0
Located/Displayed Here: Ak/NathanDavis, Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, None

Location #7: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1 (Tentacle Slaver):
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 2 (Darkforest Anemone):
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.
Ghol-Gan Ruins Card 3:
Old Salt
SS
Ally C
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.
Ghol-Gan Ruins Card 4:
Ambush
SS
Barrier C
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.
Ghol-Gan Ruins Card 5:
Blessing of Gorum
SS
Blessing C
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.
Ghol-Gan Ruins Card 6:
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.
Ghol-Gan Ruins Card 7:
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_
Ghol-Gan Ruins Card 8:
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 #8: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seltyiel/MauveAvenger, Displayed:
Storm:

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

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
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.
Plunder Pile Card 2:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Plunder Pile Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Plunder Pile Card 4:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Plunder Pile Card 5:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 6:
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.
Plunder Pile Card 7:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

As noted in my previous post, use Fly to move to Damiel's new location (i.e. Great Stone Bridge) at the start of Damiel's turn (that has now already passed).

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Besmaran Vestments, Headband of Mental Superiority, Lyrune-quah Truthspeaker, The All-Seeing Eye, Nethys's Duality,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolf, Aqueous Orb, Fox, Fortune-Teller (Core), The Lady of Mysteries, Divine Blaze, Find Traps
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Take Ranged Combat damage.

Ranged Combat damage: 1d4 + 1 ⇒ (4) + 1 = 5

Recharge Helm of Electric Radiance to reduce damage by 2 to 3. Take 3 damage - discard Ring of the Sea Strider, Demonbane Longsword +2, and Arcana Theft.

Heal 3 cards - Arcana Theft, Blessing of the Gods, and Ring of the Sea Strider.

Turn: Turn 13 - Blessing of the Gods

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.

SOT: Must encounter Storm.

Storm: 1d6 ⇒ 4

Ship is dealt 4 Structural damage. Jirelle reduces that by 1. Will consult with Discord.

Random Location: 1d8 ⇒ 8

Stays at Rocky Cliff

Move: Move to Jungle

Explore: Audessa Reyquio

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

Dextertiy 7+5=12: 1d8 ⇒ 4

Not acquired.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Jirelle: Discard Blessing of Maat

Seltyiel - Jungle 2-5 remain
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-3 remain
Eye of Serenity 1-5 remain // 1=Tentacle Slaver; 2=Will-o'-Wisp; 3=Ambush; 4=Safe Harbor; 5=Shackles Pirate
Damiel, Maznar, Augustille, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8 remain // 1=Tentacle Slaver 2=Darkforest Anemone
Rocky Cliff CLOSED // Storm displayed

Seltyiel wrote:

Hand: Gallivance, Cloudburst, Pyrotechnic Blast, Create Mindscape, Cleric of Nethys, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Jungle
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of Sivanah, Blessing of the Gods, Blessing of Pharasma, Blessing of the Spellbound, Arcana Theft, Helm of Electric Radiance, Golembane Hammer +2, Wayfarer, Headband of Epic Intelligence, Fly, Summon Hellhounds
Recharged:
Discard Pile: Seaborne Trident +1, Spellsword +2, Demonbane Longsword +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Seltyiel will suffer the 3 Structural damage from Storm. Discard Gallivance, Cloudburst, and Pyrotechnic Blast.

Seltyiel wrote:

Hand: Golembane Hammer +2, Fire Snake, Create Mindscape, Cleric of Nethys, Blessing of Pharasma, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Current Location: Jungle
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Epic Intelligence, Summon Hellhounds, Helm of Electric Radiance, Wayfarer, Blessing of the Spellbound, Blessing of Sivanah, Fly, Blessing of the Gods, Arcana Theft
Recharged:
Discard Pile: Seaborne Trident +1, Spellsword +2, Demonbane Longsword +2, Gallivance, Cloudburst, Pyrotechnic Blast,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Blessing of Hshurha in effect. Reveal Ring of Regeneration to recharge a random discarded card. Everyone may reveal a card with the animal trait to draw a card. Draw Eye Patch 2. Scenario start of turn effect NA.

Breath of Life on Seltyiel: 1d4 + 1 ⇒ (4) + 1 = 5

Move to Eye of Serenity.

Eye of Serenity Card 1: Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Summon and encounter random monster #1 Galvo.

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.

electricity dmg: 1d6 ⇒ 4

Draw Angelic Armor to prevent 1. Discard Angelic Armor, Eye Patch 2, and Ring of Regeneration.

combat 18 revealing Returning Totem Spear, Headband of Inspired Wisdom, and an animal: 1d10 + 1d8 + 1d4 + 11 ⇒ (3) + (8) + (2) + 11 = 24

Wisdom 8 vs Tentacle Slaver auto pass.

combat 18 vs Tentacle Slaver revealing Returning Totem Spear, Headband of Inspired Wisdom, and an animal: 1d10 + 1d8 + 1d4 + 11 ⇒ (3) + (5) + (4) + 11 = 23

Curse of the Flesheaters:

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

divine 16 revealing Headband of Inspired Wisdom, revealing an animal: 1d10 + 1d4 + 10 ⇒ (7) + (4) + 10 = 21

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

BYA examine 3 +1 cards Embiggen, Divine Blaze, Divine Blaze, and Control Weather 2. Bury Corlan, Recharge Control Weather 2, Discard Divine Blaze, and Embiggin stays.

combat 20 revealing Returning Totem Spear, Headband of Inspired Wisdom, and an animal: 1d10 + 1d8 + 1d4 + 11 ⇒ (7) + (4) + (4) + 11 = 26

On close recharge Ring of Regeneration.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Breath of Life: Divine 15: 1d10 + 1d4 + 10 ⇒ (1) + (1) + 10 = 12 -> Breath of Life discarded.

Maznar resets their hand.

Maznar wrote:

Hand: Returning Totem Spear, Riding Allosaurus, Headband of Inspired Wisdom, Embiggen, Blessing of Pharasma, Blessing of Milani, Blessing of the Gods,

Displayed: Shoanti Barbarian Hide,
Deck: 10 Discard: 6 Buried: 1
"Current Location: Eye of Serenity
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing of Milani: 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.

Blessing of Pharasma: Discard this card to add 1 die to any check. When a character plays a spell on a check, discard this card to add 2 dice.

Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crow (Core), Mastiff, Blessing of Gorum, Eye Patch
Recharged: Porcupine (Core), Divine Blaze (Core), Divine Fortune (Core), Blessing of the Gods 2, Control Weather 2, Ring of Regeneration,
Discard Pile: Renewal, Control Weather, Angelic Armor, Eye Patch 2, Divine Blaze, Breath of Life,
Buried Pile: Corlan,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine Weapons
POWERS:
Instead of the first exploration of your turn, you may bury ([x] or discard) a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 ([x] +1) to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
[x] At the start of your turn, each character may recharge ([x] or reveal) a card that has the Animal trait to draw a card.

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Jirelle: Discard Blessing of Maat
Notes for Ak: May draw a card at the start of Maznar's turn.

Seltyiel - Jungle 2-5 remain
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-3 remain
Maznar - Eye of Serenity CLOSED
Damiel, Augustille, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8 remain // 1=Tentacle Slaver 2=Darkforest Anemone
Rocky Cliff CLOSED // Storm displayed"


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 15, Augustille/AbrahamZ.

Random Cards:

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

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

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

Spoiler:
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.

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:
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:
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.

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.

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

Spoiler:
Humanbane 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:
Goblin Pegleg
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate


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

Armors
Spoiler:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

Items
Spoiler:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


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

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/Iceman91:
Spoiler:
Hourglass Card 1 Damiel/Iceman91
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 2 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 2 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Ak/NathanDavis:
Spoiler:
Hourglass Card 3 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 4 Seltyiel/MauveAvenger
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 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 5 Maznar/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 6 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 6 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Damiel/Iceman91:
Spoiler:
Hourglass Card 7 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 8 Jirelle/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 9 Ak/NathanDavis:
Spoiler:
Hourglass Card 9 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 10 Seltyiel/MauveAvenger
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 11 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 11 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 12 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Damiel/Iceman91:
Spoiler:
Hourglass Card 13 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 14 Jirelle/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 15 Ak/NathanDavis:
Spoiler:
Hourglass Card 15 Ak/NathanDavis
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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seltyiel/MauveAvenger,

Jungle Card 1:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Jungle Card 2:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Jungle Card 3:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Jungle Card 4:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Location #2: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Apparatus of the Octopus Docked

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

Torture Pit Card 1 (Barracuda Aiger):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, None
Dinosaur Corral Card 1:
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Dinosaur Corral Card 2:
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.
Dinosaur Corral Card 3:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #5: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/Bigguyinblack, None

Location #6: Great Stone Bridge
Closed
At This Location: 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 ?: 0
Located/Displayed Here: Ak/NathanDavis, Augustille/AbrahamZ., Damiel/Iceman91, None

Location #7: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1 (Tentacle Slaver):
Tentacle Slaver
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 2 (Darkforest Anemone):
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.
Ghol-Gan Ruins Card 3:
Old Salt
SS
Ally C
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.
Ghol-Gan Ruins Card 4:
Ambush
SS
Barrier C
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.
Ghol-Gan Ruins Card 5:
Blessing of Gorum
SS
Blessing C
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.
Ghol-Gan Ruins Card 6:
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.
Ghol-Gan Ruins Card 7:
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_
Ghol-Gan Ruins Card 8:
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 #8: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Displayed:
Storm:

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

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
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.
Plunder Pile Card 2:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Plunder Pile Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Plunder Pile Card 4:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Plunder Pile Card 5:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 6:
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.
Plunder Pile Card 7:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

It is the hour of Asmodeus

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order: n/a

Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Jungle 1=Skeleton Anchor).

Start of Turn: banish Divine Fortune to Recovery

Move to: Jungle
Location Power: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Free exploration

Jungle Card 1 is Skeleton Anchor:

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

Recharge Truthspeaker
Ask Seltyiel to display Create Mindscape at Jungle
Divine 13+5=18, headband, steal soul: 1d10 + 6 + 2d4 + 1d6 + 1d4 ⇒ (4) + 6 + (3, 2) + (1) + (4) = 20

Truthspeaker: after the check, heal 2 cards: Crystal Ball and Besmaran Vestments

Discard All-Seeing Eye to examine top 2 of location: Periscope and Tentacle Slaver, swap their order, then explore

Jungle Card 3 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Before you act, a character at your location summons and encounters a monster from the box: Augustille takes it.

Random Monster 1 is 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.

Augustille power: discard Skeleton Anchor to evade and let Seltyiel encounter Werecrocodile with +1d4+5 to their checks to defeat.

Back to Tentacle Slaver
Wis 8, headband, steal soul, mindscape: 1d10 + 4 + 3d4 ⇒ (8) + 4 + (4, 4, 2) = 22
Combat 18, headband, steal soul, mindscape, icy prison: 1d10 + 6 + 4d6 + 3d4 ⇒ (4) + 6 + (3, 2, 4, 1) + (4, 1, 3) = 28

Curse of the Flesheaters:

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

Divine 16, headband, steal soul, mindscape, nethys's duality: 2d10 + 6 + 3d4 ⇒ (9, 1) + 6 + (4, 2, 1) = 23

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.

Wis 5+5=10, headband, steal soul, mindscape: 1d10 + 4 + 3d4 ⇒ (8) + 4 + (4, 4, 2) = 22

Jungle is closed. Seltyiel's Mindscape goes to Recovery

When Permanently Closed: On closing, if more than one location is not permanently closed (3 locations are not permanently closed), shuffle a random barrier into each open location; add random barriers to Torture Pit, Dinosaur Corral, and Ghol Ghan Ruins

End turn: Augustille power - heal a card (All-Seeing Eye is healed)

Recovery Phase:
Recharge Divine Fortune? Divine 13, headband, steal soul: 1d10 + 6 + 2d4 ⇒ (8) + 6 + (3, 3) = 20
Recharge Icy Prison? Divine 14, headband, steal soul: 1d10 + 6 + 2d4 ⇒ (8) + 6 + (4, 1) = 19

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Notes for Jirelle: Discard Blessing of Maat
Notes for Ak: May draw a card at the start of Maznar's turn.
Notes for Seltyiel: Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10+random barrier (all shuffled) remain // 1=Barracuda Aiger, random barrier
Jirelle - Dinosaur Corral 1-3+random barrier (all shuffled) remain // random barrier
Maznar - Eye of Serenity CLOSED
Damiel, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8+random barrier (all shuffled) remain // 1=Tentacle Slaver 2=Darkforest Anemone, random barrier
Rocky Cliff CLOSED // Storm displayed"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Divine Blaze, Besmaran Vestments, Crystal Ball, Headband of Mental Superiority, Wolf, The All-Seeing Eye,

Displayed: Steal Soul,
Deck: 9 Discard: 3 Buried: 0
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fly, Lyrune-quah Truthspeaker, The Lady of Mysteries, Find Traps, Fox, Major Cure, Fortune-Teller (Core)
Recharged: Divine Fortune, Icy Prison (Core),
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Nethys's Duality,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: no activity

Damiel's turn
Hour of Hshurha

SoT Scenario effect: Location is empty

Move to Dinosaur Corral
When you play an ally that has the Animal trait on a check, add 2 to that check.

Free explore of #1d4 ⇒ 1: Tentacle Slaver
BA: summon and fight the Canopy Creeper

Canopy Creeper:

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.

CC's BA: Display Potion of Heroism
Wis 10: 1d6 + 1d6 ⇒ (3) + (6) = 9 Close! +3 DC

CC's CtD: Sunrod -> recharge Twitch Tonic (Core), trigger Heroism
Combat 12+3=15: 1d10 + 7 + 3d6 + 1d6 ⇒ (7) + 7 + (2, 2, 5) + (5) = 28 Success

Succeeded at Craft check -> top of deck is Acid Flask, draw it.

Back to Tentacle Slaver
CtD 1: ask Jirelle for Bo Milani, trigger Heroism
Wis 8: 1d6 + 1d6 + 2d6 ⇒ (4) + (4) + (2, 4) = 14 Success

CtD 2: Sunrod -> recharge Bottled Lightning, trigger Heroism
Combat 18: 1d10 + 7 + 3d6 + 1d6 ⇒ (10) + 7 + (2, 3, 3) + (2) = 27 Success

Succeeded at Craft check -> top of deck is Twitch Tonic, draw it.

Close location:
Scenario summons Curse of the Flesheaters
Banish Acid Flask, trigger Heroism
Disable 16: 1d10 + 7 + 2d6 + 1d6 ⇒ (7) + 7 + (4, 6) + (4) = 28 Success
Add Trap Counter to Corral

Corral summons Rampaging Triceratops
CtD: Banish Flame Cannon, trigger Heroism and Trap
Combat 22: 1d8 + 4 + 4d8 + 1d6 + 1d6 + 1 ⇒ (2) + 4 + (8, 1, 6, 3) + (3) + (5) + 1 = 33 Success

WPC: No effect

End turn
Recover Heroism, Acid Flask, and Flame Cannon: automatic

Damiel wrote:

Hand: Steel Ibis Lamellar, Bottled Lightning 2, Twitch Tonic, Sunrod, Skoan-quah Boneslayer, The Winged Serpent, The Cyclone, Blessing of the Elements,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: BL 2 will cancel a non-story-bane BA locally, Boneslayer boosts Dex and Survival for one turn, and Blessings are available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restoration, Belt of Physical Might, The Inquisitor, Sergeant-at-arms, Blessing of the Gods, Liquid Persuasion, The Prince of Pain
Recharged: Major Cure, Twitch Tonic (Core), Bottled Lightning 1, Potion of Heroism, Acid Flask, Flame Cannon,
Discard Pile: Vindicator,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Int +3
Wisdom d6 ☐ +1
Charisma d4 ☐ +1

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Alchemical, Spell, Weapons
POWERS:
On a local combat check, you may discard a card to add 1d6 (□ +1)(□ +2) and the Poison or Fire (☑ or Acid, Cold, Electricity, or Mental) trait; if the discarded card has the Alchemical trait, add another 1d6.
During Recovery, you may recharge Alchemical boons instead of banishing them.
You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait.
When you acquire an Alchemical or Liquid boon, you may explore again.
When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.' While a character at the marked location encounters a monster, add 1d6 plus the number of traps at the location to all combat checks against that monster; remove all traps at the location at the end of the encounter or when the location is closed.

Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Notes for Jirelle: Discard Blessing of Maat and Milani
Notes for Ak: May draw a card at the start of Maznar's turn.
Notes for Seltyiel: Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10+random barrier (all shuffled) remain // 1=Barracuda Aiger, random barrier
Jirelle, Damiel - Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8+random barrier (all shuffled) remain // 1=Tentacle Slaver 2=Darkforest Anemone, random barrier
Rocky Cliff CLOSED // Storm displayed


Deck Handler

Off turn, discard Maat then Milani. Start turn. Hour is BotG. Give Blessing of Besmara to Damiel. Sail to Torture Pit. Explore.
Shuffled locaiton: 1d11 ⇒ 11: Random barrier 1: Barroom Brawl
Discard Kelizandri to bless, and recharge Vestments to recharge it instead.
Dex 5+#=11: 2d10 + 4 ⇒ (3, 6) + 4 = 13 Success!

Discard Shining wayfinder to examine next card.
Shuffled location: 1d10 ⇒ 1: Barracuda Aiger
Shuffle and explore.
Shuffled location: 1d10 ⇒ 5: Lady Cerise Bloodmourn
No chance with my d4 int. Banished.

End turn. Recharge Midnigt lord on fort check.
Fort 10: 3d6 + 2 ⇒ (1, 2, 3) + 2 = 8 Shirt reroll the 1.
Fort 10: 1d6 + 2 + 3 + 2 ⇒ (6) + 2 + 3 + 2 = 13 Success.
Reset hand, drawing 7.

Jirelle wrote:

Hand: Dandy Brute, Blessing of the Midnight Lord, Vampiric Backsword +3, Diviner's Blight, Rekkish, Shadowless Sword, Fortune-teller, Black Arrow Ranger,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Hero Points: 8
Shirt reroll used.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Mase Darimar, Invigorating Kukri +1, Blessing of Kelizandri, Vestments of False Faith, Blessing of the Midnight Lord,
Discard Pile: Mase Darimar, Keen Rapier +3, Musket +2, Blessing of Abadar, Sawtooth Sabre +2, Blessing of Maat, Blessing of Milani, Shining Wayfinder,
Buried Pile: Councilor's Ring, Blessing of Zon-Kuthon,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role: Pirate Queen
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
On your check that invokes Finesse, gain the skill Melee: Dexterity +2
On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (□ or 2 dice).
Reduce structural damage to your ship by 1.
☑ When you acquire a Pirate or Swashbuckling card, you may explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.


Deck Handler

Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Notes for Damiel: Given Jirelle's Blessing of Besmara

Notes for Ak: May draw a card at the start of Maznar's turn.
Notes for Seltyiel: Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle - Torture Pit (1-4, 6-10) (all shuffled) remain // 1=Barracuda Aiger
Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8+random barrier (all shuffled) remain // 1=Tentacle Slaver 2=Darkforest Anemone, random barrier
Rocky Cliff CLOSED // Storm displayed


Off turn: reveal Albatross and draw Blessing of Lady Lastbreath 1

Hour of Abadar

Move to Ghol-Gan Ruins
Free explore and encounter Storm
Display it.


Discard Rotgut to explore and encounter Tentacle Slaver
BA: Summon and encounter Pirate Captain
BA: Recharge Blessing of Lady Lastbreath 1
Reveal Scoundrel's Sword Cane. Reload Ring of Stony Flesh. Recharge Damiel's The Winged Serpent, Chiefified

Combat 12+5+5: 1d8 + 2 + 2d6 + 2 + 1d6 + 1d12 ⇒ (1) + 2 + (5, 6) + 2 + (1) + (11) = 28 Banished! AA: 2 Structural Damage. -1 for Jirelle. Discard Mogmurch. Chief: Draws Ring of Stony Flesh
Back to Tentacle Slaver. Recharge Improvised Monster and Banish Jakaw Razorbeak. Reload Reload Ring of Stony Flesh.
Combat 18+5: 1d8 + 2 + 20 + 2 + 1d6 ⇒ (5) + 2 + 20 + 2 + (2) = 31 Banished, draw Ring of Stony Flesh

Before attempting to close, summon and encounter Curse of the Flesheaters
Reveal Albatross to succeed at the check to defeat. Then shuffle Albatross into Torture Pit.

Bury Top Cards: 1d4 ⇒ 1 Grappler's Mask Buried. And back to Survivor


Deck Handler // Searching for: Blessing 6

Attempt to Close. Discard Maznar's Blessing of the Gods
Strength 5+5: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (7) = 12 Closed!! WPC: Only one location open so we are clear!

Keep handsize at 7

Chief Ak duelled a Pirate Captain Slave and bested him, while sending Jakaw Razorbeak at the Slaver itself!

The Albatross fended off the Curse and flew away. Leaving a very spent Ak surviving on his own at the ruins.

Ak wrote:

Hand: Scoundrel's Sword Cane, Four-Mirror Armor, Dwarven Plate, Ring of Stony Flesh, Periscope, Dragoon, Arronax Endymion,

Displayed:
Current Location: Ghol-Gan Ruins

Deck: 9 Discard: 8 Buried: 3
NOTES:
Other: Hero Point: 4
Product Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Jorgenfist Spear, Mighty Steed, Bearskin Armor, Blessing of the Father of Creation, Belt of Charging, Xoff, Blessing of the Boss, Blessing of Lady Lastbreath 1, Improvised Monster,
Discard Pile: Aiger's Kiss, Pharasma's Knowing, Farglass, Blessing of Tsukiyo, Blessing of Shizuru, Blessing of Angradd, Rotgut, Mogmurch,
Buried Pile: Blessing of Lady Lastbreath 2, Slip, Grappler's Mask,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☑ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
☑ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).

===================================
CHIEF: SKILLS AND POWERS

Spoiler:
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
☑ When you defeat a monster (☑ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☑ When you play (☑ or any character plays) a blessing on your check, add d12 instead of the normal die.

Board Status
Apparatus of the Octopus

Notes for Maznar: Discard Blessing of the Gods

Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Notes for Seltyiel: Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle - Torture Pit 1-10 remain // Barracuda Aiger, Albatross, Shrouded Queen
Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed


During This Adventure: During this Adventure:
Reward Powers
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.


When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.


You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.


After you draw your starting hand, you may draw 2 cards.


When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.


Add 1d4 to your checks against monsters that have the Pirate trait


When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.


You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

Roaring Dragon:

Ship 4
Class 4
Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.


If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

During This Scenario: Your ship is anchored at the Tengu Rookery.

Apparatus of the Octopus:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.

At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.

The Shrouded Queen’s before you act power can never be ignored.

Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Additional Rules: Story Banes

Villain: Shrouded Queen
Henchmen: Jakaw Razorbeak, Tentacle Slavers

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.

Jakaw Razorbeak:

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

Tentacle Slaver:

Henchman
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters:

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

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.

Rampaging Triceratops:

Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.

Cyclops Oracle:

Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 19, Seltyiel/MauveAvenger

Random Cards:

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

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

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

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

Spoiler:
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:
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:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

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

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

Spoiler:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

Spoiler:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


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

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

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

Spoiler:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

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

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

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

Current Hour:

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

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/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 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
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 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/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 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
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 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/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 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
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.

Location #1: Jungle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seltyiel/MauveAvenger, Augustille/AbrahamZ.,

Location #2: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Apparatus of the Octopus Docked

Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, Barracuda Aiger, Albatross, Shrouded Queen

Torture Pit 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.
Torture Pit Card 2:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Torture Pit Card 3:
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.
Torture Pit Card 4:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Torture Pit Card 5:
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.
Torture Pit 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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
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.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #4: Dinosaur Corral
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/Iceman91, None

Location #5: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/Bigguyinblack, None

Location #6: Great Stone Bridge
Closed
At This Location: 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 ?: 0
Located/Displayed Here: None

Location #7: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ak/NathanDavis, Displayed:

Storm:

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

Location #8: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Displayed:

Storm:

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

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
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.
Plunder Pile Card 2:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Plunder Pile Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Plunder Pile Card 4:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Plunder Pile Card 5:
Merrill Pegsworthy
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 6:
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.
Plunder Pile Card 7:
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.

Location #10: 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: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Heal for 5 - Spellsword +2, Gallivance, Demonbane Longsword, Pyrotechnic Blast, and Cloudburst.

Display Create Mindscape at the Jungle

Encounter Werecrocodile with 1d4+5 to check to defeat.

Werecrocodile:
Werecrocodile

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

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2.

Combat 18: 1d8 + 6 + 1d8 + 2 + 1d4 + 5 ⇒ (4) + 6 + (5) + 2 + (2) + 5 = 24

Defeated. Also, Jungle is closed. Create Mindscape goes to Recovery.

Turn: Turn 19 - Blessing of Gozreh

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

SOT: N/a

Move: Move to Torture Pit

Explore: Wyvern Blade Trap

Wyvern Blade Trap:
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.

Discard Fire Snake to use Arcana instead.

Arcana 10: 1d8 + 6 ⇒ (2) + 6 = 8

Recharge Cleric of Nethys to add 2 -> 10. Defeated. Discard Blessing of Pharasma to explore again.

Explore 2: Wand of Flame

Wand of Flame:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Arcane 6: 1d8 + 6 ⇒ (3) + 6 = 9

Acquired.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

EOT Constitution 10: 1d8 ⇒ 3

Bury top card of deck - Cloudburst

Recovery:

-Create Mindscape: Arcane 11: 1d8 + 6 ⇒ (6) + 6 = 12
-Fire Snake: Arcane 8: 1d8 + 6 ⇒ (2) + 6 = 8

Board Status
Apparatus of the Octopus

Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle - Torture Pit 3-10 remain // Barracuda Aiger, Albatross, Shrouded Queen
Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed

Seltyiel wrote:

Hand: Golembane Hammer +2, Pyrotechnic Blast, Blessing of the Gods, Blessing of Sivanah, Blessing of the Spellbound, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Tortue Pit
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Headband of Epic Intelligence, Summon Hellhounds, Demonbane Longsword +2, Arcana Theft, Gallivance, Helm of Electric Radiance, Spellsword +2, Wayfarer, Fly
Recharged: Fire Snake,
Discard Pile: Seaborne Trident +1, Blessing of Pharasma, Cleric of Nethys, Create Mindscape,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Accidentally explored the Plunder Pile. Second explore should be Great White Shark

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

Reveal Golembane Hammer +2 to do Melee+1d8+2

Combat 16: 1d8 + 6 + 1d8 + 2 ⇒ (6) + 6 + (2) + 2 = 16

Defeated. No change to turn


Deck Handler

Blessing of the Gods in effect. Everyone may reveal a card with the animal trait to draw a card. Draw Blessing of Gorum.

Move to Torture Pit.

Torture Pit Card 3: 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.

dexterity 9 revealing an animal, displaying Embiggen: 1d8 + 1d8 + 1 ⇒ (2) + (6) + 1 = 9

charisma 12 revealing an animal, aided by Embiggen: 1d10 + 1d8 + 1 ⇒ (9) + (6) + 1 = 16

Discard Blessing of Pharasma, Blessing of Gorum, and Barracuda Aiger. Auto recover Embiggen.

Maznar wrote:

Hand: Returning Totem Spear, Riding Allosaurus, Headband of Inspired Wisdom, Mastiff, Eye Patch, Crow (Core), Blessing of Milani,

Displayed: Shoanti Barbarian Hide,
Deck: 7 Discard: 10 Buried: 1
"Current Location: Torture Pit
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Crow (Core): On a local check to acquire, recharge to add 1d6.

Blessing of Milani: 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.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Porcupine (Core), Divine Blaze (Core), Divine Fortune (Core), Blessing of the Gods 2, Control Weather 2, Ring of Regeneration, Embiggen,
Discard Pile: Renewal, Control Weather, Angelic Armor, Eye Patch 2, Divine Blaze, Breath of Life, Blessing of the Gods, Blessing of Pharasma, Blessing of Gorum, Barracuda Aiger,
Buried Pile: Corlan,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine Weapons
POWERS:
Instead of the first exploration of your turn, you may bury ([x] or discard) a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 ([x] +1) to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
[x] At the start of your turn, each character may recharge ([x] or reveal) a card that has the Animal trait to draw a card.

Torture Pit Card 3 acquired.

"Board Status
Apparatus of the Octopus

Notes for Augustille: May draw a card at the start of Maznar's turn.
Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle - Torture Pit 4-10 remain // Barracuda Aiger, Albatross, Shrouded Queen
Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed"


Deck Handler

Off turn: on Maznar's turn, reveal Wolf to draw a card: Fox.

It is the hour of Sivanah

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order. - location is empty so n/a

Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is empty so n/a); then you may examine the top card of another occupied location (which is Torture Pit 4=Animated Shield).

Move to: Torture Pit
Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free exploration

Torture Pit Card 4 is 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.

Con 7, maznar, steal soul: 1d8 + 1d4 + 1 + 1d4 ⇒ (7) + (4) + 1 + (2) = 14

Discard Crystal Ball to examine top 3 of location and reorder as: Protect, Albatross, Giant Sea Anemone, then explore

Torture Pit Card 6 is 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.

Divine 6, maznar, steal soul, headband: 1d10 + 6 + 1d4 + 1 + 1d4 + 1d4 ⇒ (1) + 6 + (3) + 1 + (1) + (2) = 14

Discard Fox to explore

Torture Pit Card 5 is Albatross:

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

Wis 11, maznar, steal soul, headband, fox: 1d10 + 4 + 1d4 + 1 + 1d4 + 1d4 + 1d4 ⇒ (10) + 4 + (1) + 1 + (4) + (3) + (1) = 24

Discard Wolf to explore

Torture Pit Card 7 is 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.

Augustille power: discard Protect to evade; ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Presuming the Anemone is defeated...

Discard All-Seeing Eye to examine top 2 of location: Giant Jellyfish, Shrouded Queen (villain), leave in the same order, then explore.

Torture Pit Card 8 is Giant Jellyfish:

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

Reveal Repelling Pike +1
Combat 11 (15), maznar, steal soul, piercing: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d4 + 1d8 ⇒ (2) + 2 + (4) + 1 + (2) + 1 + (4) + (3) = 19

End turn: Augustille power - heal a card (Nethys's Duality is healed)
Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Con 10, maznar, steal soul: 1d8 + 1d4 + 1 + 1d4 ⇒ (3) + (1) + 1 + (3) = 8
Bury Find Traps from top of deck

Recovery Phase:

Reset Hand, recharging Animated Shield

At the start of Damiel's turn, use Fly (no cards to examine) to move away to Jungle (to avoid the Queen's nasty BYA

Recharge Fly? Divine 10, steal soul, headband: 1d10 + 6 + 2d4 ⇒ (7) + 6 + (3, 1) = 17

"Board Status
Apparatus of the Octopus

Notes for Maznar: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Notes for Jirelle: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Notes for Seltyiel: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.
Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle, Maznar, Seltyiel - Torture Pit 9-10 remain // 9=Shrouded Queen (villain!)
Dinosaur Corral CLOSED
Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Divine Blaze, Headband of Mental Superiority, Albatross, Lyrune-quah Truthspeaker, Nethys's Duality,

Displayed: Steal Soul,
Deck: 7 Discard: 8 Buried: 1
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Icy Prison (Core), Major Cure, Divine Fortune, The Lady of Mysteries, Fortune-Teller (Core)
Recharged: Animated Shield, Fly,
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Besmaran Vestments, Crystal Ball, Fox, Wolf, Protect, The All-Seeing Eye,
Buried Pile: Find Traps,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

combat 20 vs Giant Sea Anemone revealing Returning Totem Spear, revealing an animal, an extra 1d4 +5 from Augustille: 1d10 + 1d8 + 1d4 + 1d5 + 14 ⇒ (2) + (3) + (2) + (2) + 14 = 23


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: receive Bo Besmara
Recharge Winged Serpent

Damiel's turn
Hour of Hshurha

Move to Torture Pit
When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

End turn

Location:
Who's a good boy?
Con 10: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10

Discard Twitch Tonic

Damiel wrote:

Hand: Restoration, Steel Ibis Lamellar, Bottled Lightning 2, Sunrod, Skoan-quah Boneslayer, The Cyclone, Blessing of the Elements, Blessing of Besmara,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: BL 2 will cancel a non-story-bane BA locally, Boneslayer boosts Dex and Survival for one turn, and Blessings are available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, The Inquisitor, Belt of Physical Might, Sergeant-at-arms, Liquid Persuasion, The Prince of Pain
Recharged: Major Cure, Twitch Tonic (Core), Bottled Lightning 1, Potion of Heroism, Acid Flask, Flame Cannon, The Winged Serpent,
Discard Pile: Vindicator, Twitch Tonic,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Int +3
Wisdom d6 ☐ +1
Charisma d4 ☐ +1

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Alchemical, Spell, Weapons
POWERS:
On a local combat check, you may discard a card to add 1d6 (□ +1)(□ +2) and the Poison or Fire (☑ or Acid, Cold, Electricity, or Mental) trait; if the discarded card has the Alchemical trait, add another 1d6.
During Recovery, you may recharge Alchemical boons instead of banishing them.
You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait.
When you acquire an Alchemical or Liquid boon, you may explore again.
When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.' While a character at the marked location encounters a monster, add 1d6 plus the number of traps at the location to all combat checks against that monster; remove all traps at the location at the end of the encounter or when the location is closed.

Board Status
Apparatus of the Octopus

Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle, Maznar, Seltyiel, Damiel - Torture Pit 9-10 remain // 9=Shrouded Queen (villain!)
Dinosaur Corral CLOSED
Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed


Deck Handler

Start turn. Hour is Kelizandri.
SoT Fort 10: 1d6 + 2 ⇒ (4) + 2 = 6 Fail, bury top card: Mase Darimar.

Will also hold my explores until Ak can reorder things. End turn, revealing rekkish to heal 1: Sawtooth Sabre +2. Reset hand, drawing 1.

Jirelle wrote:

Hand: Vampiric Backsword +3, Shadowless Sword, Diviner's Blight, Dandy Brute, Fortune-teller, Black Arrow Ranger, Blessing of the Midnight Lord, Blessing of Kelizandri,

Displayed:
Deck: 4 Discard: 7 Buried: 3
Hero Points: 8
Shirt reroll used.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Invigorating Kukri +1, Rekkish, Sawtooth Sabre +2, Vestments of False Faith
Recharged:
Discard Pile: Mase Darimar, Keen Rapier +3, Musket +2, Blessing of Abadar, Blessing of Maat, Blessing of Milani, Shining Wayfinder,
Buried Pile: Councilor's Ring, Blessing of Zon-Kuthon, Mase Darimar,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role: Pirate Queen
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
On your check that invokes Finesse, gain the skill Melee: Dexterity +2
On your Swashbuckling check (☑ or your check to defeat a ship), you may reroll 1 die (□ or 2 dice).
Reduce structural damage to your ship by 1.
☑ When you acquire a Pirate or Swashbuckling card, you may explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.

Happy to take one of the combats.

My combat attempt (if needed):
Using less than 4 cards, so even if max roll on the con check, I'll still have enough to do this. Reveal and discard Shadowless sword. Recharge Black Arrow Ranger. Recharge BotMidnight Lord to double bless.[/ooc]
Combat 18: 3d10 + 6 + 1d8 + 2 + 1d6 + 5 + 1d6 + 1 ⇒ (6, 6, 9) + 6 + (5) + 2 + (1) + 5 + (1) + 1 = 42 Boom!


Deck Handler // Searching for: Blessing 6

Wasn't expecting it to come back to me!

Hour of the Periscope...or Abadar rather.

Move to Torture Pit Party.
Discard Periscope to examine:
Shrouded Queen
Navigator Musket +1
Arrange 2,1


Free explore and encounter Navigator Musket +1
Survivor. Maztiffe

Dexterity 9: 1d8 + 1d6 + 1d4 + 1 ⇒ (2) + (4) + (1) + 1 = 8 Banished!

Discard Arronax Endymion to explore and encounter Shrouded Queen
BA: Everyone must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards.
MazCrow.

Fortitude 12: 1d8 + 6 + 1d4 + 1 ⇒ (6) + 6 + (3) + 1 = 16
Reveal Scoundrel's Sword Cane. Recharge Dragoon. MazCrow. Discard Damiel's Blessing of Besmara
Combat 18: 1d8 + 1 + 2d6 + 2 + 2d6 + 1d4 + 1 + 2d8 ⇒ (7) + 1 + (1, 5) + 2 + (6, 6) + (1) + 1 + (8, 5) = 43 I am the Chief!


Reveal Scoundrel's Sword Cane. Reload Ring of Stony Flesh. MazCrow. Discard Jirelle's Blessing of the Midnight Lord-Chiefified. Recharge Maznar's Riding Allosaurus
Combat 18: 1d8 + 1 + 2d6 + 2 + 1d6 + 1d4 + 1 + 2d12 + 1d6 ⇒ (8) + 1 + (6, 6) + 2 + (4) + (4) + 1 + (12, 2) + (1) = 47 That's a Win!

Ak has pilfered just the right tool to ferret the Shrouded Queen out of her hiding place. He proceeds to stab the ugly creature with precision and vigor.

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