[PACS] Season of Tapestry's Tides by Nathan

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.


1,551 to 1,563 of 1,563 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Deck Handler

BYA banish Blessing of Cayden Cailean.

difficulty increase due to outsider: 1d12 ⇒ 9

Requesting Summon Hellhounds from Seltyiel.

combat 35 +9 revealing Fury's Trident (fire trait), revealing an animal, revealing Headband of Inspired Wisdom, aided by Velociraptor, aided by Summon Hellhounds, discarding Blessing of Milani: 2d10 + 2d8 + 1d4 + 2d6 + 2d6 + 10 ⇒ (6, 2) + (3, 2) + (2) + (2, 1) + (3, 3) + 10 = 34

hero point: 2d10 + 2d8 + 1d4 + 2d6 + 2d6 + 10 ⇒ (4, 6) + (6, 8) + (1) + (4, 5) + (2, 3) + 10 = 49

Request Damiel's The Cyclone.

combat 45 +9 revealing Fury's Trident (fire trait), revealing an animal, Headband of Inspired Wisdom, aided by Velociraptor, aided by Summon Hellhounds, casting Control Weather, blessed by The Cyclone: 2d10 + 2d8 + 1d4 + 2d6 + 2d6 + 2d8 + 10 ⇒ (9, 6) + (2, 7) + (4) + (1, 4) + (6, 2) + (4, 4) + 10 = 59

Reveal Holy Feast. Me and Seltyiel heal for 3.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Control Weather: Divine 13: 1d10 + 1d4 + 10 ⇒ (9) + (4) + 10 = 23 -> Control Weather recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Headband of Inspired Wisdom, Droogami (Core), Old Salt, Fury's Trident, Hippogriff, Divine Fortune (Core), Angelic Armor,

Displayed:
Deck: 17 Discard: 1 Buried: 0
"Current Location: Sea Caves
Hero Points: 8"
"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.

Hippogriff: On a local combat check, recharge to add 2d4.

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): Velociraptor, Mastiff, Blessing of Gorum, Ring of Regeneration, Divine Blaze (Core), Blessing of Pharasma, Shapechange (Core), Breath of Life, Embiggen, Blessing of Milani, Blessing of the Gods, Steal Soul (Core), Shoanti Barbarian Hide, Baby Triceratops, Pharasma's Knowing, Riding Allosaurus
Recharged: Control Weather,
Discard Pile: Holy Feast,
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 ([x] 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

Ship: Blood Moon

Notes for Ak: May draw a card on Maznar's turn by revealing an animal.
Notes for Seltyiel: Heal for 3.
Murder Hole 1-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-10 remain
Augustille, - Sea Fort 1-10 remain
Fort Hazard 1-10 remain
Sharkskin Reef 1-10 remain
Ak, Damiel - Rocky Cliff 1-10 remain
Jirelle - Riptide Cove 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.


After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck


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:

Blood Moon:
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.


At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.

When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.

When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

Additional Rules: Story Banes

Villain: Voidlord Akinaru
Henchmen: Drowning Devil, Sentinel Devil, Oni Mariners

Voidlord Akinaru:

Villain
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

Drowning Devil:

Henchman
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil:

Henchman
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.

Oni Mariner:

Henchman
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Pirate Shade Haunt:

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

Ruffian:

SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
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.

Buccaneer:

Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark:

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

Draugr Captain:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow:

Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
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.

Scenario Level (#): 6

Turn: 3, Augustille/AbrahamZ.

Random Cards:

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

Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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

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

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

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

Spoiler:
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:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

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

Spells
Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

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

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

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

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

Spoiler:
Fortified 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:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

Spoiler:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Spoiler:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

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:
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:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

Spoiler:
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


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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 27

Hourglass

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

Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Murder Hole Card 1:
Sapphire Jellyfish
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Murder Hole Card 2:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Murder Hole Card 3:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Murder Hole Card 4:
Drowning Devil
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Murder Hole Card 5:
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.
Murder Hole Card 6:
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.
Murder Hole Card 7:
Marine
SS
Monster C
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.
Murder Hole Card 8:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Murder Hole Card 9:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Murder Hole Card 10:
Voidlord Akinaru
SoTT
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
Murder Hole Card 11:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

Location #2: Sea Caves
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, None

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 ?: 2
Located/Displayed Here: None

Torture Pit Card 1:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Torture Pit Card 2:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Torture Pit Card 3:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Torture Pit Card 7:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 8:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Torture Pit Card 9:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Torture Pit Card 10:
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.
Torture Pit Card 11:
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.

Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Augustille/AbrahamZ., None
Sea Fort Card 1:
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.
Sea Fort Card 2:
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.
Sea Fort Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Sea Fort Card 4:
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.
Sea Fort Card 5:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Sea Fort Card 6:
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_
Sea Fort Card 7:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Sea Fort Card 8:
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.
Sea Fort Card 9:
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.
Sea Fort Card 10:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Fort Hazard Card 1:
Pteranodon
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Fort Hazard Card 2:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Fort Hazard Card 3:
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.
Fort Hazard Card 4:
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.
Fort Hazard Card 5:
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.
Fort Hazard Card 6:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Fort Hazard Card 7:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Fort Hazard Card 8:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 9:
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.
Fort Hazard Card 10:
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.
Fort Hazard Card 11:
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.

Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Sharkskin Reef Card 1:
Sentinel Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 2:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sharkskin Reef Card 3:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Sharkskin Reef Card 4:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Sharkskin Reef Card 5:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Sharkskin Reef Card 6:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Sharkskin Reef Card 7:
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.
Sharkskin Reef Card 8:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Sharkskin Reef Card 9:
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.
Sharkskin Reef Card 10:
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.
Sharkskin Reef Card 11:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

Location #7: 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 ?: 2
Located/Displayed Here: Ak/NathanDavis, Damiel/Iceman91, None
Rocky Cliff Card 1:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Rocky Cliff Card 2:
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.
Rocky Cliff Card 3:
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.
Rocky Cliff Card 4:
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.
Rocky Cliff Card 5:
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.
Rocky Cliff Card 6:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Rocky Cliff Card 7:
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.
Rocky Cliff Card 8:
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 9:
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.
Rocky Cliff Card 10:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Rocky Cliff Card 11:
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.

Location #8: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, None
Riptide Cove Card 1:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove Card 2:
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.
Riptide Cove Card 3:
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.
Riptide Cove Card 4:
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.
Riptide Cove Card 5:
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.
Riptide Cove Card 6:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Riptide Cove Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Riptide Cove Card 8:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Riptide Cove Card 9:
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.
Riptide Cove Card 10:
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.

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: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
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.
Plunder Pile Card 2:
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.


Deck Handler

It is the hour of Gods

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is Sea Fort 1=Saltbox); then you may examine the top card of another occupied location (which is Rocky Cliff 1=Oni Mariner).

Display Divine Fortune by Augustille

Move to: Rocky Cliff
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.

Free exploration

Rocky Cliff Card 1 is Oni Mariner:

SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12. BURY STAFF OF WEATHER FROM BOTTOM OF DECK.

BYA random character, left to right on the tracker: 1d6 ⇒ 4
Jirelle must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.

Send Boneshatter to recovery; discard All-Seeing Eye to bless
Ask Damiel to discard a card to add 1d6 and the Acid or Fire trait
Combat 26, df, headband, damiel item: 2d10 + 6 + 2d12 + 1d6 + 1d4 + 1d6 ⇒ (10, 9) + 6 + (11, 10) + (2) + (4) + (4) = 56

When Closing: Banish a boon. - BANISH PIERCE JERRELL

Check Rocky Cliff for the villain - nope - all cards there are banished.

Rocky Cliff is closed

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. - examine Murder Hole 1=Sapphire Jellyfish. Banish it.

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

Recovery Phase:
Recharge Boneshatter? Divine 16, df, headband: 1d10 + 6 + 1d6 + 1d4 ⇒ (5) + 6 + (1) + (2) = 14

Reset Hand

"Board Status
Most Recent BR Refresh

Ship: Blood Moon

Notes for Damiel: discard a card (any) for Augustille
Notes for Jirelle: must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Notes for Ak: May draw a card on Maznar's turn by revealing an animal.
Notes for Seltyiel: Heal for 3.
Murder Hole 2-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-10 remain
Sea Fort 1-10 remain // No Villain; 1=Saltbox
Fort Hazard 1-10 remain
Sharkskin Reef 1-10 remain
Ak, Damiel, Augustille - Rocky Cliff CLOSED
Jirelle - Riptide Cove 1-10 remain // No Villain"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Find Traps, Vengeful Storm, Headband of Mental Superiority, Fox (Core), Pharasma's Knowing, Pteranodon, The All-Seeing Eye,

Displayed: Divine Fortune,
Deck: 10 Discard: 2 Buried: 1
Current Location: Rocky Cliff
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Breath of Life, Wand of Restorative Touch, The Healing Light, Steal Soul, Lyrune-Quah Truthspeaker, The Lady of Mysteries, Blessing of Achaekek, Nethys's Duality, Fortune-Teller, Mountaineer
Recharged:
Discard Pile: Fly, Boneshatter,
Buried Pile: Staff of Weather,

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 -
Great Stone Bridge"


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: discard The Cyclone, discard Bottled Lightning 2

Damiel's turn
Hour of the Gods

Move to Sea Fort with Augustille and Ak
If you defeat a monster during your exploration, you may immediately explore again.

Free explore of #1: Saltbox
Trigger Divine Fortune (DF)
Craft 11: 1d10 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15 Success

Succeeded at Craft check: Top card of deck is Fuse Grenade 1, draw it.

Bonus explore from acquiring a firearm, #2: Reflecting Buckler
Reveal Belt, trigger DF
Con 10: 1d8 + 1d4 + 1d6 ⇒ (6) + (3) + (4) = 13 Success

Discard Sergeant-at-arms to explore #3: Distance Musket +1
Trigger DF
Craft 12: 1d10 + 7 + 1d6 ⇒ (6) + 7 + (6) = 19 Success

Succeeded at Craft check: Top card of deck is The Winged Serpent

Bonus explore from acquiring a firearm, #4: Old Salt
Trigger DF
Cha 7: 1d4 + 1d6 ⇒ (3) + (2) = 5 Nope

Discard Skoan-quah Boneslayer to explore #5: Addu
BA: Banish Bottled Lightning 1 to cancel
CtD 1: Reveal Saltbox (anti-aquatic), reveal Belt, trigger DF and Boneslayer
Combat 20: 1d8 + 5 + 2d6 + 1 + 1d4 + 1d6 + 3 ⇒ (6) + 5 + (1, 3) + 1 + (3) + (1) + 3 = 23 Success
Check for reload: 1d12 ⇒ 7

CtD 2: Reveal Saltbox (anti-aquatic), reveal Belt, trigger DF and Boneslayer
Combat 20: 1d8 + 5 + 2d6 + 1 + 1d4 + 1d6 + 3 ⇒ (3) + 5 + (6, 4) + 1 + (1) + (5) + 3 = 28 Success

AA: 1d4 + 1 ⇒ (1) + 1 = 2 Ship reduces by 1, discard Musket to absorb the other

Bonus explore from defeating a monster, #6: Will-o'-Wisp
BA: Display Potion of Heroism, trigger DF
Wis 10: 1d6 + 1d6 + 1d6 ⇒ (1) + (4) + (3) = 8 Hero point
Wis 10: 1d6 + 1d6 + 1d6 ⇒ (3) + (6) + (4) = 13 Success - hand is intact

CtD: Reveal Crossbow, reveal Belt, trigger DF and potion
Combat 16: 1d8 + 5 + 1d10 + 2 + 1d4 + 1d6 + 1d6 ⇒ (3) + 5 + (5) + 2 + (4) + (1) + (2) = 22 Success

Bonus explore from defeating a monster, #7: Reflecting Buckler
Reveal Belt, trigger DF and potion
Con 10: 1d8 + 1d4 + 1d6 + 1d6 ⇒ (3) + (1) + (1) + (5) = 10 Success

End turn
Recover Potion of Heroism and Bottled Lightning 1: automatic

Damiel wrote:

Hand: Crossbow of Retribution, Steel Ibis Lamellar, Reflecting Buckler, Belt of Physical Might, Fuse Grenade 1, Twitch Tonic, The Winged Serpent, The Savored Sting,

Displayed:
Deck: 13 Discard: 7 Buried: 0
Hero Points: 7
Used Accessory re-roll: N
NOTES:
Available Support: Savored Sting is available locally, Winged Serpent is available distant

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Inquisitor, The Prince of Pain, Major Cure, Fuse Grenade 2, Avimar Sorrinash, Moon Maiden Armor, Sunrod, Flame Cannon, Blessing of the Gods, Restoration, Liquid Persuasion
Recharged: Potion of Heroism, Bottled Lightning 1,
Discard Pile: The Cyclone, Bottled Lightning 2, Sergeant-at-arms, Skoan-quah Boneslayer, Distance Musket +1, Reflecting Buckler, Saltbox,
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 Firearm) 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

Ship: Blood Moon

Notes for Jirelle: must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Notes for Ak: May draw a card on Maznar's turn by revealing an animal.
Notes for Seltyiel: Heal for 3.

Murder Hole 2-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-10 remain
Ak, Damiel, Augustille - Sea Fort 8-10 remain // No Villain
Fort Hazard 1-10 remain
Sharkskin Reef 1-10 remain
Rocky Cliff CLOSED
Jirelle - Riptide Cove 1-10 remain // No Villain


Deck Handler

Off turn, Oni attack
Acro 11: 1d10 + 5 ⇒ (10) + 5 = 15 Success!

Start turn. Hour is BotG. Explore: Oni Mariner. Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. Bury a card: Shining Wayfinder.
Rando (JASMAD): 1d6 ⇒ 4 Maznar

Maznar must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.

For combat, reveal and discard Aiger's Kiss. Recharge Midnight Lord to double bless.
Combat 26: 3d10 + 6 + 1d6 + 2 + 1d6 + 1d6 + 2 + 2 ⇒ (3, 9, 8) + 6 + (5) + 2 + (6) + (5) + 2 + 2 = 48 Defeated! No acid/fire so bury top card: Vampiric Backsword +3

Attempt to close. Summon Riptide Grindylow. Reveal Sawtooth Sabre +2 and recharge BAR.
Combat 11: 1d10 + 6 + 1d6 + 2 + 1d6 + 1 ⇒ (4) + 6 + (5) + 2 + (4) + 1 = 22 Success!

Riptide Cove closed! Boons shuffled back in: Barracuda Aiger (Al5), Breastplate of the Deep (Ar5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3).

Discard Besmara to explore:
Shuffled location: 1d5 ⇒ 2: Breastplate of the Deep.
Fort 11: 1d6 + 2 ⇒ (1) + 2 = 3 Banished.

End turn. Reset hand, drawing 5.

Jirelle wrote:

Hand: Sawtooth Sabre +2, Secret Broker, Blessing of Zon-Kuthon, Blessing of Maat, Corrosive Backsword +4, Mask of Stolen Mien, Rekkish, Deadened Shadows Cloak,

Displayed:
Deck: 11 Discard: 2 Buried: 2
Hero Points: 10
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Movement: Prefer to travel with the crew.
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Councilor's Ring, Shadowless Sword, Ophidian Armor, Blessing of Abadar, Vestments of False Faith, Invigorating Kukri +1, Heister, Fortune-teller, Blessing of the Vaultmaster
Recharged: Blessing of the Midnight Lord, Black Arrow Ranger,
Discard Pile: Aiger's Kiss, Blessing of Besmara,
Buried Pile: Vampiric Backsword +3, Shining Wayfinder,

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

Ship: Blood Moon

Notes for Maznar: must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.

Notes for Ak: May draw a card on Maznar's turn by revealing an animal.
Notes for Seltyiel: Heal for 3.
Murder Hole 2-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-10 remain
Ak, Damiel, Augustille - Sea Fort 8-10 remain // No Villain
Fort Hazard 1-10 remain
Sharkskin Reef 1-10 remain
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 2, 5, 8, 9 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3)


Deck Handler // Searching for: Blessing 6

Off turn, draw Blessing of Sivanah

Hour of Milani

Move with Augustille to Sharkskin Reef
Free explore and encounter Sentinel Devil, who shuffled these?
Reveal Mace of Smiting. Augustille's Divine Fortune. Reveal Audessa Reyquio. Not Attack or Ranged: Discard Blessing of Sivanah

Combat 20: 1d8 + 2 + 1d8 + 3 + 2d8 + 1d6 + 1 ⇒ (6) + 2 + (6) + 3 + (6, 4) + (3) + 1 = 31 Banished! Become Chief! Draw Scoundrel's Sword Cane

Banish Audessa Reyquio to close! No Villain. Closed!


Should've buried bottom card Improvised Monster when I encountered the Sentinel Devil

Set Handsize to 7

Ak gets in on the fight setting his sites on devil that needs smashing. Even if it means sacrificing his new "friend" Audessa.

Ak wrote:

Hand: Mace of Smiting, Scoundrel's Sword Cane, Dwarven Plate, Belt of Physical Might, Mighty Steed, Xoff, Blessing of Lady Lastbreath 1,

Displayed:
Current Location: Sharkskin Reef

Deck: 17 Discard: 1 Buried: 0
NOTES:
Other: Hero Point: 6
Product Reroll: Unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Father of Creation, Ring of Stony Flesh, Grappler's Mask, Immortal Dreamstone, Blessing of Shizuru, Audessa Reyquio, Blessing of Lady Lastbreath 2, Blessing of the Boss, Blessing of the Lord in Iron, Old Salt, Belt of Charging, Dragoon, Bearskin Armor, Four-Mirror Armor
Recharged: Jorgenfist Spear, Blessing of Angradd, Improvised Monster,
Discard Pile: Blessing of Sivanah,
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 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

Ship: Blood Moon

Notes for Maznar: must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.

Notes for Seltyiel: Heal for 3.
Murder Hole 1-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-11 remain
Damiel - Sea Fort 1-3 remain // No Villain
Fort Hazard 1-11 remain
Ak, Augustille - Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3)


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.


After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck


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:

Blood Moon:
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.


At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.

When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.

When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

Additional Rules: Story Banes

Villain: Voidlord Akinaru
Henchmen: Drowning Devil, Sentinel Devil, Oni Mariners

Voidlord Akinaru:

Villain
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

Drowning Devil:

Henchman
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil:

Henchman
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.

Oni Mariner:

Henchman
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Pirate Shade Haunt:

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

Ruffian:

SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
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.

Buccaneer:

Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark:

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

Draugr Captain:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow:

Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
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.

Scenario Level (#): 6

Turn: 7, Seltyiel/MauveAvenger

Random Cards:

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

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

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

Barriers
Spoiler:
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:
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:
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:
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 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.

Weapons
Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

Spells
Spoiler:
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:
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:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

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

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

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

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

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

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

Spoiler:
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:
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.

Allies
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:
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.

Spoiler:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 23

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 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.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
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 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
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 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
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 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
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.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
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 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
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.
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 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 Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/Bigguyinblack
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 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 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 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 23 Ak/NathanDavis:
Spoiler:
Hourglass Card 23 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.

Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Murder Hole Card 1:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Murder Hole Card 2:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Murder Hole Card 3:
Drowning Devil
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Murder Hole Card 4:
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.
Murder Hole Card 5:
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.
Murder Hole Card 6:
Marine
SS
Monster C
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.
Murder Hole Card 7:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Murder Hole Card 8:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Murder Hole Card 9:
Voidlord Akinaru
SoTT
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
Murder Hole Card 10:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

Location #2: Sea Caves
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, None

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 ?: 2
Located/Displayed Here: None

Torture Pit Card 1:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Torture Pit Card 2:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Torture Pit Card 3:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Torture Pit Card 4:
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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Torture Pit Card 7:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 8:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Torture Pit Card 9:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Torture Pit Card 10:
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.
Torture Pit Card 11:
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.

Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Iceman91, No Villain
Sea Fort Card 1:
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.
Sea Fort Card 2:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Sea Fort Card 3:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Fort Hazard Card 1:
Pteranodon
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Fort Hazard Card 2:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Fort Hazard Card 3:
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.
Fort Hazard Card 4:
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.
Fort Hazard Card 5:
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.
Fort Hazard Card 6:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Fort Hazard Card 7:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Fort Hazard Card 8:
Oni Mariner
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 9:
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.
Fort Hazard Card 10:
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.
Fort Hazard Card 11:
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.

Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ak/NathanDavis, Augustille/AbrahamZ., None

Location #7: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/eddiephlash, Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3)

Riptide Cove Card 1:
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.
Riptide Cove Card 2:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Riptide Cove 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.
Riptide Cove Card 4:
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.

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: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
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.
Plunder Pile Card 2:
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.


Deck Handler

cold damage from auto failed dexterity check: 1d4 ⇒ 3 Display then draw Angelic Armor to prevent 1. Discard Old Salt and Angelic Armor for the other 2.


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

Out of Turn Updates: Use Summon Hellhounds for Maznar. Heal for 3 - Blessing of the Spellbound, Wayfarer, and Blessing of Maat.

Turn: Turn 7 - Blessing of Hshurha

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

SOT: N/a

Move: Move to Fort Hazard

Explore: Pteranodon

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

Wisdom 11: 1d4 ⇒ 2

Not acquired. Discard Fly to examine top card of Murder Hole and Torture Pit.

Murder Hole - Seaweed Siren

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

Torture Pit - Gargiya

Gargiya:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

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

Recovery:

-Summon Hellhounds: Arcane 13: 1d8 + 6 ⇒ (3) + 6 = 9
-Fly: Arcane 10: 1d8 + 6 ⇒ (2) + 6 = 8

Board Status
Most Recent BR Refresh

Ship: Blood Moon

Murder Hole 1-10 remain // 1=Seaweed Siren
Maznar - Sea Caves CLOSED
Torture Pit 1-11 remain // 1=Gargiya
Damiel - Sea Fort 1-3 remain // No Villain
Seltyiel - Fort Hazard 2-11 remain
Ak, Augustille - Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3)

Seltyiel wrote:

Hand: Gallivance, Treacherous Teleport, Fire Snake, Phoenix Cloak, Blessing of Geryon, Blessing of Pharasma, Blessing of the Lady of Graves,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Fort Hazard
Hero Points: 12
5-6E 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): Arcana Theft, Wayfarer, Blessing of Sivanah, Cleric of Nethys, Annihilation Spectacles, Cloudburst, Create Mindscape, Blessing of the Spellbound, Flaming Icy Axe +1, Blessing of Maat, Demonbane Longsword +2, Golembane Hammer +2, Helm of Electric Radiance
Recharged:
Discard Pile: Summon Hellhounds, Fly,
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 the Gods in effect. Everyone may reveal an animal to draw a card. Draw Velociraptor.

Move to Murder Hole.

Display Divine Fortune (Core).

Murder Hole Card 1: Seaweed Siren:

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

wisdom 12 +4 revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune (Core): 1d10 + 1d4 + 1d6 + 7 ⇒ (8) + (3) + (6) + 7 = 24

wisdom 12 +4 revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune (Core): 1d10 + 1d4 + 1d6 + 7 ⇒ (2) + (1) + (6) + 7 = 16

wisdom 12 +4 revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune (Core): 1d10 + 1d4 + 1d6 + 7 ⇒ (10) + (3) + (3) + 7 = 23

Recharge Hippogriff to move to Torture Pit and explore.

Torture Pit Card 1: Gargiya:

SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

combat 24 revealing Fury's Trident, revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune (Core): 1d10 + 2d8 + 1d4 + 1d6 + 1d4 + 9 ⇒ (10) + (6, 6) + (2) + (1) + (3) + 9 = 37

fire damage to me: 1d8 ⇒ 6

Hand wipe.

Maznar wrote:

Hand: Blessing of Pharasma, Riding Allosaurus, Blessing of Gorum, Blessing of the Gods, Mastiff, Pharasma's Knowing, Breath of Life,

Displayed: Divine Fortune (Core),
Deck: 10 Discard: 7 Buried: 0
"Current Location: Torture Pit
Hero Points: 8"
"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.

Blessing of Pharasma: On any check, discard to bless. On any check, when a character plays a spell, discard to bless twice.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.

Pharasma's Knowing: Discard this card to add 1 die to any check.

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.

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): Blessing of Milani, Divine Blaze (Core), Steal Soul (Core), Shapechange (Core), Shoanti Barbarian Hide, Baby Triceratops, Ring of Regeneration, Embiggen
Recharged: Control Weather, Hippogriff,
Discard Pile: Holy Feast, Old Salt, Angelic Armor, Headband of Inspired Wisdom, Droogami (Core), Velociraptor, Fury's Trident,
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 ([x] 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
Divine Fortune (Core) displayed by Maznar.
Ship: Blood Moon

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

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

Murder Hole 2-10 remain
Sea Caves CLOSED
Maznar - Torture Pit 2-11 remain
Damiel - Sea Fort 1-3 remain // No Villain
Seltyiel - Fort Hazard 2-11 remain
Ak, Augustille - Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3) "

Breath of Life myself before Augustille's move step: 1d4 + 1 ⇒ (1) + 1 = 2

Then display Mastiff to draw 2 cards: Divine Blaze (Core) and Hippogriff.


Deck Handler

Off turn: Move to Sea Fort with Damiel. Move to Sharkskin Reef with Ak. When Sharkskin Reef closes move to Murder Hole (with Ak?). At the start of Maznar's turn, reveal Fox to draw a card: Mountaineer

It is the hour of Achaekek

Augustille power: at the start of your turn, discard a card (Discard Repelling Pike +1), then examine the top card of your location (which is Murder Hole Card 2: Arronax Endymion); then you may examine the top card of another occupied location (which is Torture Pit Card 2: Kapre).

Start of Turn: Divine Fortune goes to Recovery

Move to: Torture Pit (bringing Ak along)
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 2 is Kapre:

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

BYA Wis 12, maznar, df, headband: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 4 + (1) + 1 + (5) + (4) = 20
Display Aqueous Orb
Combat 20, maznar, df, headband: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 6 + (6) + (4) + 1 + (2) + (2) = 31

Discard The All-Seeing Eye to examine top 2 of location: Dimension Leap and Blessing of Erastil, swap their order, then explore

Torture Pit Card 4 is 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.

Divine 5, maz, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (9) + 6 + (4) + 1 + (3) + (2) = 25

Discard Pteranodon to move (together with Maznar and Ak) to Murder Hole. Then explore.

At This Location: The difficulty to defeat monsters is increased by 4.

Murder Hole Card 2 is 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.

Cha 13, maznar, df, headband: 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + (4) + 1 + (2) + (1) = 14

Discard Pharasma's Knowing to draw 2 cards: The Lady of Mysteries and Nethys's Duality, then recharge 2 cards: Find Traps and Erastil. Then explore.

Murder Hole Card 3 is Drowning Devil:

SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12: bury Erastil

BYA Divine 14, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (1) + 6 + (2) + 1 + (4) + (4) = 18

Banish Arronax Endymion to succeed at your check to defeat (Combat 27+4=31) a henchman.

AYA Con 10, maznar, df: 1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (1) + 1 + (5) = 8
Spend 1 hero point to reroll - 3 hp remaining
AYA Con 10, maznar, df: 1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (3) + 1 + (3) = 8
Use paizo tshirt to reroll d8
Con 10: 7 + 1d8 ⇒ 7 + (5) = 12

When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.

Ruffian:

SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
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.

Combat 7+4+6=17, maznar, df, headband, orb, pirate: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (9) + 6 + (1) + (4) + 1 + (3) + (1) + (3) = 28

AYA bury Pike from discards

Buccaneer:

Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Combat 8+4+6=18, maznar, df, headband, orb, pirate: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (7) + 6 + (4) + (1) + 1 + (6) + (1) + (4) = 30

Search Murder Hole for Villain: Yep! Banish the rest of the cards there but Murder Hole is NOT closed.

End turn: Augustille power - heal a card (Pharasma's Knowing is healed)

Recovery Phase:
Recharge Divine Fortune? Divine 13, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (1) + 1 + (3) + (3) = 18
Recharge Orb? Divine 11, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (8) + 6 + (1) + 1 + (4) + (4) = 24

Reset Hand

At the start of Damiel's turn: Breath of Life on self
healing: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Breath of Life? Divine 15, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 6 + (3) + 1 + (5) + (1) = 26

"Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar.
Ship: Blood Moon

Notes for Maznar: Move to Murder Hole

Notes for Ak: May draw a card at the start of Maznar's turn.
Moved to Murder Hole when Sharkskin Reef closed. Then move to Torture Pit with Augustille. Then move to Murder Hole.

Maznar, Ak, Augustille - Murder Hole 9 remain // 9: Voidlord Akinaru (villain)
Sea Caves CLOSED
Torture Pit 3, 5-11 remain // 3: Dimension Leap
Damiel - Sea Fort 1-3 remain // No Villain
Seltyiel - Fort Hazard 2-11 remain
Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3) "

"

Augustille wrote:

Hand: Vengeful Storm, Headband of Mental Superiority, Fox (Core), Mountaineer, Lyrune-Quah Truthspeaker, The Lady of Mysteries, Nethys's Duality, Blessing of Achaekek,

Displayed:
Deck: 11 Discard: 2 Buried: 3
Current Location: Murder Hole
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fox: recharge +1d4 to local Int/Wis

Mountaineer: reveal +2d8 for any Survival

Truthspeaker: +1d6 for local Wis/Divine

Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.

Achaekek: +2 dice on one check to defeat villain/henchman

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune, Boneshatter, Find Traps, Steal Soul, The Healing Light, Fortune-Teller, Aqueous Orb, Pteranodon, Wand of Restorative Touch, Pharasma's Knowing
Recharged: Breath of Life,
Discard Pile: Fly, The All-Seeing Eye,
Buried Pile: Staff of Weather, Blessing of Erastil, Repelling Pike +1,

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 -
Great Stone Bridge"


Deck Handler

Torture Pit eot fortitude 10 check aided by Divine Fortune: 1d8 + 1d6 + 4 ⇒ (8) + (3) + 4 = 15

1,551 to 1,563 of 1,563 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PACS] Season of Tapestry's Tides by Nathan Gameplay All Messageboards

Want to post a reply? Sign in.